Loose Fume
Loose fumes are the living manifestation of potions. Accidentally created by a pair of alchemists during a late night of study, these animated fume clouds have become a common item across the lands of Violem. With an easy process to produce and a variety of applications, there is no wonder many adventurers have a few spare in case of emergencies.
Manifestation:
The original creators of Loose Fumes discovered these creature by accident. Two alchemists students at the University of Birohhal fell asleep inside the alchemist labs. With drool dripping into potions being brewed. By morning, they woken up by a collection of coloured clouds spitting potion affects at them. Creating a Loose Fume is a simple process. Simply brew any potion as you would normally and then add a living ingredient (typically saliva or a hair off a creature). Finally recite an animation spell and you have your very own Loose Fume. The creature will remain inside a container until it has a chance to escape. At which point it will form into a colourful cloud of steam and linger in one area for roughly ten minutes. After that, the fumes completely evaporate and the Loose Fume ceases to exist. Many find it difficult to notice one of these smoke clouds in dim lighting making them easy to sneak upon adventurers in dungeons and corridors. One indicator of a Loose Fume being nearby is the smell of gone off perfume in the air and the feint sound of wind gently blowing.Better be careful with them bottles. Break them and you might let out a loose fume or two, then where would we be, hmm? Probably in a whole cloud of trouble I would imagine...
Actions:
Spit: The Loose Fume will condensate and produce a large globule of potion and spit it at the nearest target (it has no alliance). 1d4 ranged damage + potion affect Potion Options:- Bad Luck - disadvantage on all rolls for the next 3 rounds
- Blind - disadvantage on sight based rolls for the next 3 rounds
- Float - target floats 10ft into the air for the next 3 rounds
- Invisibility - target becomes invisible for the next 3 rounds
- Poison - 1HP poison damage at the end of every round for 3 rounds or until healed
- Shrink - target shrinks to 1/4 size for the next 3 rounds
TG20 Statblock:
HP - 6DS - 10
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