Potion, legendary

This poisonous tincture is created by alchemically combining the blood of a celestial with the blood of a fiend, and can only be created in the exact center of the cosmos. Both creatures must have had a challenge rating or level of at least 18 to make the poison. A creature subjected to this (ingested/injury) poison must make a DC 20 Constitution saving throw. On a failed save, it takes 27 (5d10) poison damage and 26 (4d12) force damage, it can't make attacks until the end of its next turn, and if it is native to a different plane of existence than the one it is on, it is banished with a faint popping noise, returning to its home plane. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects a celestial or fiend, it ignores immunity to poison damage.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects, which may be delayed by digestion time. The dose can be delivered in food or a liquid. The DM may decide that a partial dose has a reduced effect, such as advantage on the saving throw or dealing only half damage on a failed save.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Notes: Damage: Poison, Damage: Force, Damage, Debuff, Deception, Consumable

Item Tags: Damage Debuff Deception Consumable

BenevolentEvil

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