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In an effort to imitate the iconic abilities of dragons, a cabal of alchemical researchers developed a method to refine the drathyrum extracted from a dragon’s superior arcanicus gland into a thick mutagenic slurry. The drathyrum of primal dragons was studied initially, with the results capable of reliably producing breath attacks in subjects. However, it also resulted in excess production of the material meant to be exhaled, with none of the innate immunities a normal dragon has to keep itself safe.
After several disastrous tests, the project was shuttered, but rumors of what draconic ichor can do still swirl about in some circles. Alchemists and researchers work to see if they’ll be the ones to finally fix the issues with the original mutagen, or create new ichors from dragons of other traditions. Criminals and assassins of a flashier bent covet any doses of draconic ichor they can get their hands on, seeing it as the perfect way to kill their targets in as terror inducing a way as possible.
Price 375 gp
Usage held in 2 hands; Bulk L
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The most commonly seen version of draconic ichor, horned ichor suffuses the victim’s lungs with poison, causing puffs of toxin to fall from their mouth with every breath.
Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, sickened 1, and the creature can use 2 actions to perform a breath attack, dealing 2d6 poison damage in a 15 foot cone (DC 30 basic fortitude save). After doing so, a creature cannot use the breath attack granted by this poison for 1d4 rounds. If the breath attack granted by this poison is usable when a creature enters this stage, including when initially afflicted, they take an additional 2d6 poison damage (1 round); Stage 2 as stage 1, except the base damage is 4d6 poison damage, the breath attack deals 4d6 poison damage, and the additional damage if the breath attack is usable is 4d6 poison damage (1 round); Stage 3 as Stage 2, except the base damage is 5d6 poison damage, the breath attack deals 6d6 poison damage, the additional damage if the breath attack is usable is 6d6 poison damage, and the breath attack automatically recharges at the start of the creature’s turn. (1 round)
Price 825 gp
Usage held in 2 hands; Bulk L
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The original version of draconic ichor produced. Victims begin to glow from the internal heat produced, literally burning themselves out if they succumb.
Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 fire damage, and the creature can use 2 actions to perform a breath attack, dealing 4d6 fire damage in a 15 foot cone (DC 32 basic dexterity save). After doing so, a creature cannot use the breath attack granted by this poison for 1d4 rounds. If the breath attack granted by this poison is usable when a creature enters this stage, including when initially afflicted, they take an additional 4d6 fire damage (1 round); Stage 2 as stage 1, except the initial damage is 5d6 fire damage, the breath attack deals 6d6 fire damage, and the additional damage if the breath attack is usable is 6d6 fire damage (1 round); Stage 3 as Stage 2, except the base damage is 6d6 fire damage, the breath attack deals 8d6 fire damage, the additional damage if the breath attack is usable is 8d6 fire damage, and the breath attack automatically recharges at the start of the creature’s turn (1 round)
Other ichors are rumored to exist as well, all with dangerously unstable effects. Rime Ichor that freezes a victim solid even as they try to use the given breath attack. Omen Ichor shattering a person's mind under the weight of a thousand possible futures. Rumor has it one alchemist even managed to create a single dose of Wish Ichor, but no information about its possible drawbacks has ever come to light.
Price 1,200 gp
Usage held in 2 hands; Bulk L
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The jolts of electricity generated by this ichor causes a victim to suffer constantly spasming muscles.
Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 2d12 electricity damage, off guard, and the creature can use 2 actions to perform a breath attack, dealing 2d12 electricity damage to a creature within 30 feet (DC 35 basic dexterity save). After doing so, a creature cannot use the breath attack granted by this poison for 1d4 rounds. If the breath attack granted by this poison is usable when a creature enters this stage, including when initially afflicted, they take an additional 2d12 electricity damage and are clumsy 2 (1 round); Stage 2 as stage 1, except the initial damage is 3d12 electricity damage, the breath attack can arc to a second creature within 30 feet of the first, and the additional damage if the breath attack is usable is 4d12 electricity damage (1 round); Stage 3 as Stage 2, except the base damage is 4d12 electricity damage, and the breath attack automatically recharges at the start of the creature’s turn (1 round)
Price 1,825 gp
Usage held in 2 hands; Bulk L
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Developed to try and imitate a phase dragon’s teleportation, victims of this poison are subjected to a storm of spatial energy that threatens to tear them apart.
Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 4d8 force damage, and the creature can cast Echo Jump at 3rd rank (DC 34) but must teleport the maximum distance permitted by the spell. After doing so, a creature cannot use the spell granted by this poison for 1d4 rounds. If the spell granted by this poison is usable when a creature enters this phase, including when initially afflicted, they take an additional 4d8 force damage (1 round); Stage 2 as stage 1, except the base damage is 5d8 force damage, the spell is heightened to 5th rank, and the additional damage if the spell is usable is 7d8 force damage (1 round); Stage 3 as Stage 2, except the base damage is 6d8 force damage, and the spell automatically recharges at the start of the creature’s turn (1 round).
Price 4,500 gp
Usage held in 2 hands; Bulk L
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It is, quite frankly, unclear why anybody thought this ichor was a good idea to make.
Saving Throw DC 39 Fortitude; Maximum Duration 6 rounds; Stage 1 6d12 piercing damage as blades sprout from the creature’s body. Any unarmed attack the creature has deals an extra 2d6 slashing damage and gains the effects of the vorpal rune (1 round); Stage 2 as stage 1, plus 3d12 slashing damage as the blades begin to whirl around. (1 round); Stage 3 as stage 2, and the creature must make a DC 39 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded by a stray blade. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. This effect can be reversed by taking a 2-action activity, which has the manipulate trait, to firmly reattach the severed head to the correct body. If the head is not reattached by the time the affliction ends, the creature dies if it cannot survive without its head (1 round)
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