Blathers X-Potion
Blathers the Owl Aarokocra has developed a potion of impressive power. Unfortunately he hasn’t mastered it yet. Currently a single draught can create any of these ten effects on the drinker:
10. MULTIPLE MAN – 1d6+4 rounds Any hit that deals damage creates a duplicate of the drinker up to 10 different dupes.
9. COLOSSUS – 3d6 rounds – The drinker’s skin turns into overlapping metal bands your AC increases +10
8. SUPER STRENGTH – 1d6 rounds - Your strength increasse to 28!
7. CANNONBALL – 1d6 +3 rounds – The drinker shoots off into the air at high speed a trail of energy trailing off of them. Roll a Dexterity check DC17 to gain control. Once control is gained you can strike an opponent for 4d6+9 damage with an attack roll.
6. GAMBIT – 2d6+4 rounds – Charge your attacks with magical kinetic energy. Add 2d12+6 explosive damage to each hit.
5. CYCLOPS – 3d6 rounds – red concussive energy blasts fire from your eyes whenever they are open. They do 3d12 damage per round. Roll a dexterity check to gain control DC18
4. ARMOR – 2d6 rounds – A huge suit of energy armor encompasses you increasing your AC by 6 and increasing your size to huge.
3. ICEMAN -2d6 rounds – Your body creates super cool temperature and ices over, your AC increases by 2 and anyone that touches you takes 4d6 frost damage.
2. JUBILEE – 2d6 rounds – Plasmoid energy shapes leap from your body creating the spell hypnotic pattern on anyone within view. Roll a sleight of hand DC17 to gain control and aim it at a target or keep it in check.
1. Random mutation (permanent) Roll 1d6
10. MULTIPLE MAN – 1d6+4 rounds Any hit that deals damage creates a duplicate of the drinker up to 10 different dupes.
9. COLOSSUS – 3d6 rounds – The drinker’s skin turns into overlapping metal bands your AC increases +10
8. SUPER STRENGTH – 1d6 rounds - Your strength increasse to 28!
7. CANNONBALL – 1d6 +3 rounds – The drinker shoots off into the air at high speed a trail of energy trailing off of them. Roll a Dexterity check DC17 to gain control. Once control is gained you can strike an opponent for 4d6+9 damage with an attack roll.
6. GAMBIT – 2d6+4 rounds – Charge your attacks with magical kinetic energy. Add 2d12+6 explosive damage to each hit.
5. CYCLOPS – 3d6 rounds – red concussive energy blasts fire from your eyes whenever they are open. They do 3d12 damage per round. Roll a dexterity check to gain control DC18
4. ARMOR – 2d6 rounds – A huge suit of energy armor encompasses you increasing your AC by 6 and increasing your size to huge.
3. ICEMAN -2d6 rounds – Your body creates super cool temperature and ices over, your AC increases by 2 and anyone that touches you takes 4d6 frost damage.
2. JUBILEE – 2d6 rounds – Plasmoid energy shapes leap from your body creating the spell hypnotic pattern on anyone within view. Roll a sleight of hand DC17 to gain control and aim it at a target or keep it in check.
1. Random mutation (permanent) Roll 1d6
- Blue Fur,
- Eye change Goat,
- Ear Change deer,
- Red Scales,
- yellow glowing eyes,
- Tail prehensile
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