Wondrous Item, rare (requires attunement)

A fist-sized, stone-and-glass bottle covered in grooves through which an eerie green chemical shows. Coiled around the bottle is a serpent hewed from the same stone with acidic green eyes. The bottle is one of several magical curious recovered from The Eye, and seems to have wondrous properties related to poison derived from various toxic creatures living in the oceans depths.


Adaptive Toxin: There are a total of three toxins available from the flask. Using an Action, it is possible to select the currently active toxin, which have the following effects:

  • Abyssal Neurotoxin (Contact Poison): Poison derived from a deep-sea jellyfish known for its powerful toxic capabilities. If a creature comes in contact with this toxin, it must succeed on a DC 13 Constitution Saving Throw, or be poisoned for 10 minutes. While poisoned, the creature additionally has its visual capabilities impaired by hallucinations, causing it to be Blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Abyssal Hemotoxin (Injury Poison): Poison derived from a fierce abyssal serpent known to cause deep wounds that do not heal. If a creature is inflicted with wounds by this toxin, it must succeed on a DC 14 Constitution Saving Throw, or be inflicted with Bleeding for 10 minutes. A Bleeding creature loses 3 hitpoints every 6 seconds, or until stopped by a succesful DC 18 Medicine Check.

  • Abyssal Mycotoxin (Ingested Poison): Poison derived from a toxic deep-water fungus capable of driving creatures around it to insanity. When ingested, greatly increases physical capability at the cost of reason for 1 hour. Grants a creature that ingests this poison a +4 Bonus to its Strength Modifier, while reducing its Intelligence, Wisdom and Charisma by -2 each. Furthermore, increases movement speed by 5 ft. The creature additionally loses 3 health every 6 seconds, and suffers from severe bodily pain, causing it to receive a level of exhaustion after an hour passes.

The Magic Item has a total of three charges. As an action, you may expend a charge to apply a toxin upon a weapon/ammunition of your choice. The weapon maintains the effects of the toxin for 1 hour before it magically dissipates, or until a creature is affected by it. Abyssal Mycotoxin requires the expenditure of all three charges at once. The item recovers a charge after a long rest.

FluffyChaosSheep

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