Rotten Healing Concoction

Description:

This viscous, green-black fluid bubbles sluggishly inside a bone-capped gourd. The smell is repulsive — a mix of swamp rot and formaldehyde — and a thin film of congealed muck floats on the surface. Crafted by Boneharvesters using questionable preservation methods and necrotic infusions, this concoction mends flesh in unnatural ways, knitting wounds with unsettling speed.  

Effect:

  When consumed, the user immediately regains 5d6 + 5 hit points.   However, the rotting alchemy causes a brief systemic shock: the user must succeed on a DC 13 Constitution saving throw or suffer disadvantage on Constitution-based checks and saving throws for 10 minutes due to internal nausea and bile build-up.  

Visual Cue:

Upon drinking, dark veins briefly spider across the skin before retreating. A cold sweat follows the rapid healing.

Crafting DC:

Intelligence (Arcana) or Wisdom (Medicine) check DC 13

 

Tools Required: Healer’s Kit or Boneharvesting Toolkit

 

Time Required: 1 hour

  Failure Effect:

On a failed check, the concoction is still created but spoils within 24 hours, becoming inert and giving no healing effect.

 

Base Component Search

To find the ingredients in the wild or in a dungeon-like environment:   Decayed Troll Ichor:   Survival (Wisdom) or Nature (Intelligence) check DC 14 to extract from a slain troll or mutated creature.   Necrotic Moss:   Nature (Intelligence) or Arcana (Intelligence) check DC 12 when searching around ancient ruins, cursed stones, or crypts.   Common Healing Base:   Generally purchasable in settlements or crafted from simple herbs. If scavenging:   Medicine (Wisdom) or Investigation (Intelligence) check DC 10

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