You have a +3 bonus to attack and damage rolls made with this magic weapon.
Bane of Myrnjitu. Vengr was crafted for a singular purpose -- to slay Myrnjitu and rid Aghera of his bloodline. When used against Myrnjitu and his kin (Kyldaross, Neiddrir, Ynriss), Vengr deals an additional 4d10 fire damage which the targets cannot mitigate in any way as the light of auroras envelopes the blade.
Nowhere to Hide. Vengr and Myrnjitu are inexorably bound. Myrnjitu and his kin can sense the presence of the sword and find its precise location if it is within six miles; likewise, those who wield Vengr are aware of the presence of any of Myrnjitu's brood within six miles. Vengr grows more brightly the closer it gets to any of Myrnjitu's brood.
Cold-Blooded. Any creature attuned to and wielding Vengr gains immunity to cold damage. If a creature drops Vengr or is otherwise separated from it, the creature loses this immunity.
Northern Lights. Vengr emits bright light in a 15-ft radius, and dim light for an additional 15 ft. In addition, you can use an action to cast Flame Strike while wielding Vengr. After you cast the spell, roll a 1d6. On a roll of 1–5, you can’t cast it again until the next dawn. On a roll of 6, you can use an action to cast Flame Strike again.
Curse. Vengr was born through sacrifice, and the accompanying pain and anger is what its creators believe fueled its powers. In its reincarnation, this psychic resonance has only grown stronger. Any creature who did not make a sacrifice at the time of Vengr's forging must make a DC 19 WIS saving throw when attempting to attune to it or take 6d10 psychic damage as painful memories which are not theirs flood their mind. In addition, any creature attempting to wield Vengr takes half of the damage that it deals back as psychic damage if they did not make a sacrifice at the time of its forging. A creature killed by this damage has its soul absorbed into Vengr, and can only be brought back by True Resurrection or Wish.