Octaria Pulnassea's notes: 3 - Black and Purple Corals
Fishermen brought back a dozen young bodies of extremely deformed and diseased flying winged snakes, specimens sought after for the catalyzing properties of their blood. The sick snakes have their body overtaken by
Black and Purple Corals
The flying winged snakes are a demanded resource, and from reports of the fisherman hunting them on the high seas, where snakes gather to hunt, they seem to be migrating to one of the large isle of the south.
This isle is flanked by two coral colonies, which are regarded as sacred, so it is forbidden to hunt or kill anything alive on its surroundings. The flying winged snakes seem to have found a safe haven in these corals, but as fishermen know, snakes hunt in the deep, and they must have come into close contact with the corals...
From the isle’s old laws the fishermen have gathered that the growth of the black or purple coral on the skin of a person is a sign of bad behavior and wicked sorcery, which may mean that these corals are able to live on human skin as they do on snake hide.
Alchemical uses:
On contact with each other, the corals sizzle and burn, producing a black, bright flame.
If they are ground separately and then a handful of each is mixed together, they produce an explosion of black fire the size of a small room.
When the crystallized poison glands are cracked open, a thick juice of the same color is released.
If a small vial of thick black and purple gland juice are mixed, they create a strong fluorescent acid, which can pierce a finger-thick layer of gold.
If any of the crystallized poison glands are ingested by an animal, a coral of the same color begins to grow on the animal's skin, transforming it completely into a coral within three days.
Black and Purple Coral Stats
Agility 0 (speed 0 feet / 1 actions per turn)
Actions:
- Grapple
- Black/Purple spores 1d6 (area 30 feet DEX save)
- Touch and sprout on skin (needs to grapple first)
- Absorb and Suffocate (need to grapple first)
Into the Odd / Weird North / Cairn:
STR 17 – DEX 5 – WILL 8 – 15 HP – Armour 4
Critical damage: Sprout on skin.
DnD:
AC 15 – 40 HP (20+4d10) – Save DC 15
To hit: Melee +5, Range +2 - Damage: Melee +3, Range +0
STR 17 – DEX 5 – CON 17 – INT 8 – WIS 8 – CHA 5
Immunity to psychic, poison and being charm.
Resistance to acid, fire and radiant.
Damage Types: Black/Purple spores (poison/lighting).


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