Juvenile Spawn Elixir
Potion, rare
When you drink this potion you become the host of a parasitic scleraworm, which burrows through your flesh dealing 3d8 necrotic damage, bypassing resistances and immunities. Upon reaching your brain, it erodes its way through your skull, appearing in the centre of your forehead.
Mutually Beneficial. For as long as you host the parasite, you gain resistance to psychic damage and can use a bonus action to speak telepathically to a creature you can see within 120 feet of you. You can cast the detect thoughts spell at will (save DC 15), taking 1d4 psychic damage, bypassing resistances and immunities, when you do so.
Proliferation. Whenever you finish a long rest you must succeed on a DC 8 Intelligence saving throw or gain another eye on your head. Rolling a 1 on this saving throw is always a failure. Once you get ten eyes, you become completely overwhelmed by the parasite and are no longer in control of your actions.
Removal. Over the course of an hour, a creature can perform an operation to remove the parasites from a willing creature. A creature proficient in surgeon’s tools can add its proficiency bonus to these checks. The creature must make two DC 15 Wisdom (Medicine) checks. If both checks are successful, any scleraworms are removed and can be bottled. If only one is succeeded, there is no change. If both checks are failed, both patient and the scleraworms are killed.
When you drink this potion you become the host of a parasitic scleraworm, which burrows through your flesh dealing 3d8 necrotic damage, bypassing resistances and immunities. Upon reaching your brain, it erodes its way through your skull, appearing in the centre of your forehead.
Mutually Beneficial. For as long as you host the parasite, you gain resistance to psychic damage and can use a bonus action to speak telepathically to a creature you can see within 120 feet of you. You can cast the detect thoughts spell at will (save DC 15), taking 1d4 psychic damage, bypassing resistances and immunities, when you do so.
Proliferation. Whenever you finish a long rest you must succeed on a DC 8 Intelligence saving throw or gain another eye on your head. Rolling a 1 on this saving throw is always a failure. Once you get ten eyes, you become completely overwhelmed by the parasite and are no longer in control of your actions.
Removal. Over the course of an hour, a creature can perform an operation to remove the parasites from a willing creature. A creature proficient in surgeon’s tools can add its proficiency bonus to these checks. The creature must make two DC 15 Wisdom (Medicine) checks. If both checks are successful, any scleraworms are removed and can be bottled. If only one is succeeded, there is no change. If both checks are failed, both patient and the scleraworms are killed.
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