+2 to hit, 1d4+2 before character stats applied.
When wielded and attacking, coats itself in some sort of poison. Upon injury, this poison triggers two Constitution DC checks: a DC 11 and a DC 15, but those subjected to this only roll a single savings throw.
If a creature succeeds on the DC 11 but fails the DC 15, that creature takes 3d6 Poison damage. If a creature succeeds both the DC 11 and the DC 15, they take half as much.
If a creature fails both the DC 11 and the DC 15, that creature becomes Poisoned for 4d6 rounds in addition to taking the full amount of Poison damage.