The Bloody End

The Bloody End is a morningstar and one of the Arms of the Betrayers created by Bane from the soul of a pit fiend named Izeelzee. As a sentient weapon, it has a Lawful Evil alignment and can communicate with its wielder telepathically. Similar to a Vestige of Divergence, The Bloody End progresses through various stages as it is wielded and gains new properties, including giving its wielder the ability to frighten their foes, deal retaliatory damage, and cast various spells.

Description
The Bloody End is a morningstar made from adamantine. Its spikes are a foot long, and there is a jagged blade on its pommel. The warhammer was made from the soul of the Pit fiend Izeelzee, who encourages the wielder to dominate others, and will demand creatures pledge loyalty on the wielders behalf. The Bloody End 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 Infernal.
 * The wielder has a +1 bonus to attack and damage rolls made with this weapon.
 * The wielder may cast the following spells once until the next dawn with a DC 13 save: Charm Person, Dominate Person, and Fear.
 * Advantage on Charisma (Intimidation) checks while holding this weapon.

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.
 * When hit with a melee attack, the wielder can use a reaction to deal 1d6 psychic damage to their attacker.
 * If the wielder reduces a creature to 0 hit points with the morningstar, they can force any creatures of their choice within 15 feet of them to make a DC 15 Wisdom saving throw. On a failed save, they are frightened of the wielder, and the fear lasts until the end of the wielder's next turn.

Exalted state

 * One random major beneficial property.
 * The bonus to attack and damage rolls increases to +3.
 * The DC for the fear and spells becomes 17.
 * Dominate Monster is added to the list of spells available.
 * The retaliatory psychic damage increases to 2d6.