The amber is identified to be an "Amber Vault" which has the ability to store something of an appropriate size within it in a stasis. By breaking the amber, you can release whatever is kept within it. (one time use)
The blue and white fire within, is identified as Eldritch fire. It is incredibly dangerous and is considered a cold fire that consumes all warmth with a voracious appetite, burning and freezing flesh at the same time
If thrown, character makes a ranged attack to accurately throw it at the intended destination. On a successful hit, the amber vault bursts releasing the Eldritch Fire that erupts in a 30ft radius. Creatures within range must make a Dex Saving Throw (DC 16) On a Fail, creatures take 3d10 (23) cold damage.
Creatures then make a Con Saving Throw (DC 12)
On a Fail, Creatures will receive a Tainted Mark which will afflict 1d8 cold damage at the beginning of the Creatures turn.
At the end of the creature's turn, it can reroll a Con Saving Throw (DC 12) to end the effects of the Tainted Mark.
Comments