Item: Breath of the Mantis God

Level10
Rarity
Uncommon
CategoryPoison
Price200 gp
UsageHeld in one hand
PublicationPathfinder Adventure: Prey for Death

Activate 1 (manipulate)


To prevent one of their victims from being brought back to life, Red Mantis assassins often poison targets with the breath of the mantis god. After a creature is poisoned by this concoction, internal hemorrhaging frequently results in blood issuing from the creature's mouth—a condition referred to by the assassins as having "the breath of the mantis god." While a creature can attempt to recover normally from the persistent bleed damage caused by breath of the mantis god, the persistent bleed damage will return if the poison's duration is still ongoing. If a creature dies from the poison's effects, the toxin lingers tenaciously in the creature's flesh for 1 year. During this time, if an attempt is made to bring such a slain creature back to life that doesn't create a new body for the deceased (such as with a 7th-rank Resurrect ritual), the lingering effects of breath of the mantis god attempts to counteract the resurrection (counteract modifier [[/br 1d20+17 #Counteract]]{+17}, counteract rank 5). A spell like Extract Poison can be used to decontaminate a corpse for easier resurrection, but simpler magic such as cleanse cuisine cannot. A 5th-rank or higher Cleanse Affliction can also attempt to counteract lingering breath of the mantis god.

Saving Throw DC 29 Fortitude

Maximum Duration 6 minutes

Stage 1 3d6 bleed and Drained 1 (1 minute)

Stage 2 3d8 bleed and drained 1 (1 minute)

Stage 3 3d10 bleed and Drained 2 (1 minute)


Trait Effects

Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Inhaled: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Virulent: Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.


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