As a move action that provokes attacks of opportunity, the carrion caregiver can stick itself with its own empty syringe, dealing 1d6+4 damage to itself, and withdrawing three dosages of bad medicine. A living creature injected with bad medicine takes 2d8+12 negative energy damage, although a successful Fortitude save (DC 20) halves this damage, although the victim takes a -2 penalty to the save due to it being directly injected. A carrion caregiver typically begins combat with a full syringe. If separated from the carrion caregiver, bad medicine retains its potency for 1 hour, after which it becomes useless, disgusting sludge.
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| - As a move action that provokes attacks of opportunity, the carrion caregiver can stick itself with its own empty syringe, dealing 1d6+4 damage to itself, and withdrawing three dosages of bad medicine. A living creature injected with bad medicine takes 2d8+12 negative energy damage, although a successful Fortitude save (DC 20) halves this damage, although the victim takes a -2 penalty to the save due to it being directly injected. A carrion caregiver typically begins combat with a full syringe. If separated from the carrion caregiver, bad medicine retains its potency for 1 hour, after which it becomes useless, disgusting sludge.
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abstract
| - As a move action that provokes attacks of opportunity, the carrion caregiver can stick itself with its own empty syringe, dealing 1d6+4 damage to itself, and withdrawing three dosages of bad medicine. A living creature injected with bad medicine takes 2d8+12 negative energy damage, although a successful Fortitude save (DC 20) halves this damage, although the victim takes a -2 penalty to the save due to it being directly injected. A carrion caregiver typically begins combat with a full syringe. If separated from the carrion caregiver, bad medicine retains its potency for 1 hour, after which it becomes useless, disgusting sludge. As a full-round action that provokes attacks of opportunity, the carrion caregiver can administer a dosage of bad medicine to a fleshy Undead creature within its reach, dealing no damage and instead healing the creature. The caregiver can also use this ability on a fleshy Undead creature that was destroyed within the past round, reviving it if this healing would bring its HP total above 0. The caregiver can gain no benefit from its own bad medicine.
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