Type: Injury/Ingested
Cost: 1000 gold of materials, a specific evil deity's flesh piece, and Cinnabar (mercury ore)
Upon exposure, the target must succeed in a DC 19 CON save or become poisoned for 1 minute. At the start of each turn, the poisoned creature must repeat the save. On a success, the poison ends. Each failure causes the creature's body to mutate and deform in a way that renders one of its bodily functions or limbs ineffective: a hand might turn into an unresponsive tentacle, a leg might twist and coil onto itself, eyes might bulge and distort leading to sight loss, etc.
If a creature fails this save by 10 or more before the poison ends, they transform into an incapacitated ball of flesh, unable to act. Any transformation can only be reversed by Greater Restoration or Wish.
Based off: Historically, mercury was used in the process of making hats, leading to neurological problems in those exposed - a condition sometimes called the “mad hatter disease.” Chronic mercury poisoning can lead to hallucinations, distorted vision, and hearing, impaired motor skills, and even deformation of the body. The magical properties of the evil deity's flesh combined with mercury could hypothetically cause a magical form of extreme mercury poisoning, leading to the fleshwarp symptoms.
Failures | Potential Results |
---|---|
1 | Twisted Eyes: Your eyes contort painfully, rendering you completely blind. (No sight) |
2 | Brittle Legs: Your legs dry up and become brittle. Any attempt to move causes them to break. (Movement causes leg breakage) |
3 | Internal Wound: You suffer from a severe internal injury. Healing is severely hindered. (Disadvantage on CON saves, no natural healing) |
4 | Reversed Fingers: Your fingers painfully twist backwards. Using your hands becomes extremely difficult. (Disadvantage on hand-related rolls) |
5 | Mushy Limb: A random limb turns into a mush of flesh and liquid bone, making it completely useless. (Limb rendered useless) |
6 | |
7 | Brain Damage: You suffer significant brain damage, reducing your intellect. (Lose 1d8 INT) |
8 | Shrinking Body: Your body shrinks, losing 20% of your height. Movement speed and physical resilience are reduced. (-10 movement speed, -1d4 CON) |
9 | Toxic Skin: Your skin becomes highly toxic to the touch. Any creature that touches you must succeed on a DC 15 CON save or take 2d6 poison damage. (Toxic touch) |
10 | Mutated Jaw: Your jaw mutates and becomes unusable. You cannot speak or eat solid foods. (Unable to speak or eat) |
11 | Distorted Voice: Your vocal cords mutate, causing your voice to become unintelligible. (Unable to communicate verbally) |
12 | Splintered Bones: Your bones become brittle and splinter easily, causing extreme pain and limiting physical activity. (Disadvantage on all physical ability checks and saving throws) |
13 | Weak Heart: Your heart becomes weak and irregular. You suffer from frequent fainting spells. (Disadvantage on all Constitution checks and saving throws) |
14 | Twisted Spine: Your spine contorts unnaturally, causing constant pain and difficulty moving. (Movement speed halved, disadvantage on Dexterity checks) |
15 | Phantom Pain: You experience intense, chronic pain from limbs that are no longer there. (Disadvantage on all attack rolls and ability checks) |
16 | Flesh Pustules: Your body is covered in painful, oozing pustules. (Disadvantage on Charisma checks, any contact deals 1d4 acid damage to you) |
17 | Parasitic Growth: A parasitic growth emerges from your body, draining your vitality. (Lose 1d6 hit points at the start of each of your turns) |
18 | Maddening Whispers: You hear constant, maddening whispers that distract and unsettle you. (Disadvantage on Wisdom and Intelligence checks and saving throws) |
19 | Corrupted Blood: Your blood turns black and becomes corrosive. Any creature that deals piercing or slashing damage to you takes 1d4 acid damage. (Corrosive blood) |
20 | Melting Flesh: Your flesh begins to melt and slough off, causing constant pain and debilitation. (Lose 1 hit point at the start of each of your turns, disadvantage on all attack rolls and ability checks) |