Torpor(600 GP)
Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.
Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.
Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torso are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, pleading with their last remnants of human consciousness. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation…
Type: Poison Cost: 1,000 GP Weight: -- Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
Use Powerful Runes to Weaken Enemies and Escape from Harm You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists, spies, and other members of the political underworld might belong to this archetype. Originally a tactic for subterfuge and assassination for denizens of the Festerwood, those who employ these powerful…
| Investment | Item Rarity |
|---|---|
| 150 GP | Common |
| 600 GP | Uncommon … |
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the…
Injury Poison A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
Glabrezus embody delusion and predatory guile. These cunning demons know the most effective traps are those that individuals devise for themselves. Despite having massive claws and overwhelming physicality, glabrezus excel at using flattery and misdirection to coerce victims into isolating themselves and harming others. In the Abyss, glabrezus act as lone hunters or deceitful advisers to greater…
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Domain on the Brink of Destruction Darklord: None Genres: Dark fantasy and disaster horror Hallmarks: Fractured realm, magical ruins, ongoing supernatural catastrophe Mist Talismans: Ashes of a corpse, coin stamped with Azalin Rex’s face, tainted spring water Aligned Tarokka Card: Necromancer Opposed Tarokka Card: Donjon Darkon is a sprawling realm of somber gothic cities, vast wildernesses,…
Type: Poison Cost: 600 GP Weight: -- Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.
Weapon (glaive), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Graze. If your attack roll with this weapon misses a creature, you…
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Gricks tend to be solitary hunters, but young gricks might lurk near dozens of their brood mates for years before gradually drifting apart. Gricks Gricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.…
Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
The Old God called, and Gelihast answered, forcing his way into Blackfathom Deeps and slaughtering nearly a dozen surprised Twilight’s Hammer cultists. Impressed by his brutality, the cult allowed him to stay, and he built his own shrine to offer sacrifices to the ominous presence in the temple ruins. Gelihast’s Blindlight murlocs think they control this cave, unaware that the Twilight’s Hammer…
Weapon (glaive), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Graze. If your attack roll with this weapon misses a creature,…
Weapon (glaive), very rare (requires attunement by a Ranger) This glaive is carved from bark, with a core of magical sap, and decorated with leaves from magical plants. Its hilt and shaft are bound in hair from a fey creature. This magic weapon channels the natural magic found in the elements of nature. While holding this magic glaive, you gain a +2 bonus to attack and damage rolls made with it,…
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