Item Requirements: Poisoner’s Kit
Ability Check Required: DC 14 Intelligence (Nature/Poisoner's Kit)
Ingredients: Merrow tail, 1/2lb of crushed fish bones, and a handful of blood soaked sand.
Crafting Time: 6 hours per vial (4 hours creating, 2 hours left to settle), as part of a long rest.
This poison can only be created by combining shredded and boiled merrow tail and crushed fish bones, rapidly heated before being left to drain for 2 hours through blood soaked sand. This process creates enough poison to fill a single small vial.
The poison is volatile, and explodes in a fine mist when the vial is shattered. The mist covers a 5 foot area, and lingers for 1 round before dispersing. A light breeze also disperses the mist, which evaporates into the air harmlessly. Any creature that touches the mist or moves through its space must succeed on a DC 14 Constitution saving throw.
The target creature suffers 3d6 necrotic damage on a failed save, or half as much on a successful one. Undead creatures and plants that fail this saving throw suffer an additional 1d6 necrotic damage, and can’t regenerate hit points until the end of its next turn.
Hey! I like this idea. Would you mind if I include it as part of a homebrew trader? I can credit you if you would like
Hi, thanks for asking. I can’t take credit for it though, I published it so we could carry on using it in a campaign after running a Dungeon Masters Guild adventure called ‘The Curious Case of the Calm Delilah’ by Val Syrene https://www.dmsguild.com/m/product/283739
Check me out I just released a new potion a race and two subraces.