Yugoloth Dust (3.5e Equipment)
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Yugoloth Dust[edit]
Yugoloths who have perished by extreme displays of magical fire sometimes leave behind a dry white ash powder which can be inhaled, either by dusting or snorting, for a powerful and dangerous drug effect. It produces powerful hallucinations and grants the user dark insight into the true nature of things, and reduces their drive to do anything, filling them with a terrible apathy to the things around them. The other side effects vary based on the greatest vice the yugoloth possessed in life, roll randomly for a package of yugoloth dust of unknown origin.
As a drug, it functions similar to both a poison and a disease. It has an initial effect, and a secondary effect 1 minute later, both which can be resisted with a successful DC 20 fortitude save. They have side effects which kick in the moment the initial and secondary effects of the drug ends, and they sometimes have special effects if you overdose on them. Finally drugs have an addiction rating, which functions like a disease. At a later point, you must succeed on a fortitude save or take increasingly successive penalties until you satisfy your addiction, or you make two successful saves in a row to fight off the addiction.
If any effect would render you immune to the negative initial or secondary effects of the drug, the drug does not function. However you are free to repair any damage done afterwards.
Initial Effect: Vivid hallucinations, lose any morale or mind-affecting effects currently on you, become dazed for 3d10 minutes.
Secondary Effect: 1d4 points of Wisdom damage, a commune spell effect (5 questions).
Side Effects: Various, depending on the chart below. If the yugoloth type is unknown, roll at random.
Roll d12 | Fiendish Vice | Side Effect |
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1 | Betrayal | Intense Paranoia: for 24 hours you must resist the effects of beneficial spells from allies. |
2 | Cruelty | Pain: for 24 hours suffer from imagined wounds, taking a -2 penalty on attack and AC from the pain. |
3 | Death | Weak Spirit: for 24 hours take a -4 penalty on Death effects. |
4 | Despair | Depression: for 24 hours take a -4 penalty to initiative. |
5 | Disease | Infected: for 24 hours take a 1d6 penalty to one random ability score. |
6 | Draining | Sap: for 24 hours lose 1 hp per hour, and 1 hp per round while in a stressful situation. |
7 | Drowning | Short Breath: for 24 hours, you are fatigued from lack of air, rest cannot cure. |
8 | Hunger | Famine: for 24 hours you feel constantly hungry and take 1d4 Str damage because of it. |
9 | Insanity | Lunacy: for 24 hours you have a 20% chance of doing something random and useless while attempting anything. |
10 | Nihilism | Uselessness: for 24 hours you cannot act in the first round of combat, effectively dazed. |
11 | Suicide | Deathwish: for 24 hours you cannot heal from damage except by natural inherent healing. |
12 | Violence | Fury: for 24 hours you are in a state of rage as a barbarian, but only receive +1 Str, +1 Con, and +1 Will saves. |
Overdose: A second dose taken while the first doze is in effect causes the hallucinations to become disturbing and troubled.
Addiction Rating: Medium, DC 10. Every day you must make the saving throw or take 1d4 Dex and 1d4 Wis damage. Every 5 days you go without using the drug (and unsuccessfully kicking the addiction) the DC rises by +5. Satisfying yourself by taking the drug resets the DC back to 10.
Craft (Alchemy) DC 30, immolated remains of a yugoloth of at least 5 HD; inhaled drug DC 15 Fort save; Price 700 gp.
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