Lash of Shadows

The Lash of Shadows is a whip and one of the Arms of the Betrayers created by Zehir from the soul of a marilith named Sizlifeth. As a sentient weapon, it has a Chaotic Evil alignment and can communicate with its wielder telepathically. Similar to a Vestige of Divergence, the Lash of Shadows progresses through various stages as it is wielded and gains new properties, including giving its wielder the ability to poison creatures struck with the whip, leaving them blinded, paralyzed or petrified.

Description
The Lash of Shadows is a whip made of snakeskin, with multiple tails that end in animated serpent heads. It was made from the soul of the marilith Sizlifeth, who enjoys causing harm and experiences only extreme emotions. The Lash of Shadows can hear up to a range of 120 feet and has darkvision for the same range.

Properties
Like all Arms of the Betrayers, it progresses through stages—dormant, awakened, and exalted—and becomes progressively more powerful as it is wielded. Each stage has all the properties of the previous stages.

Dormant state

 * One random minor beneficial property and one random minor detrimental property.
 * The wielder knows Abyssal, and Draconic.
 * The wielder has a +1 bonus to attack and damage rolls made with this weapon.
 * The wielder can attempt to poison a target on a successful attack, with one of the following poisons:
 * Serpent Venom: On a failed Constitution saving throw (DC 13), the target takes 3d6 poison damage, half as much on a success.
 * Dead Eyes: On a failed Constitution saving throw (DC 13), the target is poisoned for an hour. While poisoned, they are blinded. This poison cannot be used again until the next dawn.

Awakened state

 * One additional random minor beneficial property and one additional random minor detrimental property.
 * The bonus to attack and damage rolls increases to +2.
 * All poisons' DC become 15.
 * A new poison becomes available to the wielder:
 * Ghoul's Blood: On a failed Constitution saving throw (DC 15), the target is poisoned for a minute. While poisoned, they are paralyzed. The target may repeat the saving throw at the end of each of their turns, on a success the paralysis ends. This poison cannot be used again until the next dawn.

Exalted state

 * One random major beneficial property.
 * The bonus to attack and damage rolls increases to +3.
 * The DC for the poisons becomes 17.
 * A new poison becomes available to the wielder:
 * Cockatrice Tears: On a failed Constitution saving throw (DC 17), the target begins to turn to stone and is considered restrained. They repeat the save at the end of their next turn. On a successful save, the effect ends, but on a failure they are petrified for the next 24 hours. This poison cannot be used again until the next dawn.