Krumma's Subterranean Draughts

Est. 2025 Duergar Alchemist (artificer-flavored)

Krumma's Subterranean Draughts

Krumma speaks in clipped, economical sentences, constantly chews on a small iron toothpick, and insists every bottle be sealed with an iron rune. He barters kno...

KR

Shopkeeper

Krumma Iron-Pressed, a Duergar Alchemist (artificer-flavored) (Lvl 7)

Keeper's Species

Duergar

12 Potions2 MiscEst. 13.8k gp

Shop Inventory

(14)
Potions12

A squat vial filled with a rosy, effervescent liquid. Heals common wounds.

Heal 7 HPHeals HP when consumed (standard Potion of Healing).

A thick crimson draught that mends more severe injuries.

Heal 14 HPHeals HP when consumed (Greater Healing).

A deep garnet elixir reserved for dire emergencies.

Heal 36 HPHeals HP when consumed (Superior Healing).

A bitter, chalky potion that grants brief resistance to poison.

Advantage on saving throws against poison for 1 hour, and grants neutralization of one episode of poison (standard Antitoxin).

Thick grey liquid flecked with dust of mica. Grants a brief, stone-like resilience.

AC +2For 1 minute after drinking: bonus to AC (while not wearing heavy armor) and advantage on Strength (Athletics) checks to resist being moved or shoved. If you use the bonus to AC, it ends early if you cast a spell that requires concentration.

A clear, viscous fluid that seems to drink in the light. Turns the drinker invisible.

Grants invisibility for up to 1 hour or until the user attacks or casts a spell (standard Potion of Invisibility). Krumma's version leaves a faint iron scent.

A vial of swirling, faintly phosphorescent vapor. Allows the drinker to transform into a mist.

Transforms the drinker into gaseous form for up to 1 hour (standard Potion of Gaseous Form). Duergar distillation makes the vapor cold to the touch.

A syrupy, iron-scented elixir that stiffens muscle and tendon.

Grants a climb speed equal to your walking speed for 1 hour and advantage on Strength (Athletics) checks to climb.

A dull green tincture. Heightens resistance to venoms common in the Underdark.

Grants advantage on saving throws against poison for 1 hour and resistance to poison damage for the same duration.

A dense, inky potion that expands the drinker's sight into darkness.

Grants darkvision out to 60 feet (if you already have darkvision, increases its range by 60 feet) for 8 hours.

A bitter, coppery brew that steadies thought and nerve.

For 1 hour after drinking: advantage on saving throws against being frightened and on saving throws to resist mind-affecting effects (illusory/enchantment).

A milky, chalky potion with runic steam rising from the neck. Rumored to strip minor hexes and curses.

Has the effect of Remove Curse on a single non-legendary curse with 70% success; otherwise, harmlessly purges minor magical filth. Krumma warns: results vary in deep-magic zones.
Miscellaneous2

A vial of coarse, gray crystals. Sprinkle on wounds or in a brazier.

When sprinkled on a wound and bandaged, reduces chance of infection (fluff; DM discretion). Crystals flare briefly when near silt or sludge.

A small, thick-walled glass vial sealed with a folded iron cork. Useful for adventurers who wish to keep potions or samples safe.

Can hold up to 2 ounces of liquid. Vial is magnetically keyed to Krumma's toolset unless physical seal broken.
KR

Krumma Iron-Pressed

DuergarAlchemist (artificer-flavored)Lvl 7

Shop Atmosphere

Krumma speaks in clipped, economical sentences, constantly chews on a small iron toothpick, and insists every bottle be sealed with an iron rune. He barters knowledge of the Underdark's toxic spores as readily as coin. Shop smells faintly of wet stone and metallic herbs; shelves are bolted to the walls and reachable by iron steps — customers not used to cramped spaces are given a stiff shot of anti-daze potion as a courtesy.
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