Curdled Doom

Potion, rare

This syrupy green liquid is highly toxic. Any creature drinking it takes 10d8 poison damage, or half as much on a successful DC 16 Constitution saving throw. Creatures failing their saving throw gain the poisoned condition for 1 minute and take an additional 5d8 poison damage each round at the beginning of their next turn on a failed saving throw, or half as much on a success, and must continue to save each round until they succeed or reach 0 hit points, at which point they die immediately without the opportunity to make death saving throws. You can attempt to force a restrained or helpless creature to drink a vial of curdled doom with a successful Strength (Athletics) check opposed by their Strength (Athletics) or Dexterity (Acrobatics) check. You can automatically force a paralyzed or unconscious creature to drink curdled doom.

If unstoppered, the scent of curdled doom is dangerous, causing creatures within 5 feet to take 1d8 poison damage on a failed DC 12 Constitution saving throw, or half as much on a success. Creatures failing their save are poisoned for 1 round. A creature holding its breath has advantage on this saving throw.

A vial of curdled doom also can be hurled up to 30 feet, shattering on impact and creating a sphere of deadly mist equivalent to cloudkill (saving throw DC 16) though it does not move away after being created. The mist lasts for 1 minute or until dispersed by strong wind.

Section 15: Copyright Notice

The Dragon’s Hoard #24 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

This is not the complete license attribution - see the full license for this page