Gorehowl

Gorehowl Legendary Requires Attunement
Unique
Heavy, Two-Handed Waraxe +3 Hit/Damage 1d12 Slashing Passive: Your hit point maximum increases by 1 for each of your character levels. Passive: You are immune to the exhaustion condition until it kills you. "The axe of Grom Hellscream has sown terror across hundreds of battlefields."

Gorehowl is the name of the two-handed axe that belongs to the chieftain of the Warsong Clan, Grommash Hellscream.

History

Gorehowl was forged three generations before it came to be in the possession of Grommash. The chieftain's great-grandfather used the axe to kill six legendary gronn, and supposedly their hearts were sealed into the blade of the weapon so that it would be granted unmatched strength. It fell into the hands of Grommash at the death of his father, Golmash. Golmash had been caught in the jaws of a giant gronn, but had managed to thrust Gorehowl into the gronn's eye. While they both fell, the gronn died first.

Properties

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Lastly, you suffer no effects from the Exhaustion condition until it kills you.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your Action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Wielders