Marlo's Mutagenic: Apothecary & Occult Elixirs

Est. 2025 Human Alchemist (Reskinned Artificer/Alchemist NPC)

Marlo's Mutagenic: Apothecary & Occult Elixirs

Marlo's shop is suffused with the smell of herbs, ozone and something faintly metallic. Shelves are lined with labeled vials, each with a little skull stamped i...

MA

Shopkeeper

Marlo Vess, a Human Alchemist (Reskinned Artificer/Alchemist NPC) (Lvl 8)

Keeper's Species

Human

3 Misc1 Misc8 Potions1 Misc2 Misc1 MiscEst. 10.3k gp

Shop Inventory

(16)
Miscellaneous3

A thick, moss-green serum that bulges faintly. Permanently increases the drinker's Strength by +2 (to a maximum of 20). The mutagen blooms first as warmth, then a subtle pain as muscle fibers reweave. Drinking a second full-dose mutagen of any kind carries a 50% chance of fatal cellular rejection.

Permanently increases Strength score by +2 (max 20). Side effect: 1 in 6 chance of mild permanent body scarification (cosmetic) providing -1 to Charisma checks related to appearance for days.

A silvery, viscous potion that shivers in the bottle. Permanently increases Dexterity by +2 (to a max of 20). Same risks as other permanent mutagens if taken twice.

Permanently increases Dexterity score by +2 (max 20). Grants a one-time advantage on a Dexterity (Acrobatics or Stealth) check chosen within 24 hours of use as the nervous system sharpens.

A pale blue elixir that hums faintly. Permanently increases Intelligence by +2 (to a max of 20). Taking any other full-dose mutagen afterward has the same deadly risk.

Permanently increases Intelligence score by +2 (max 20). Grants a bonus on one Intelligence (Investigation) or Intelligence (Arcana) check within 24 hours.
Miscellaneous1

A small vial of opalescent fluid that reshapes subtly when agitated. Grants +2 to one ability score of the drinker's choice for 24 hours. Safe to take multiple different temporary mutagens in a day, but multiple doses of the same temporary mutagen are ill-advised (10% constitution saving throw per repeat or suffer poison damage and disadvantage on Str/Con saves for 1 hour).

Choose one ability score: +2 (duration 24 hours).
Potions8

A bottle of shifting, prismatic liquid. Grants advantage on Stealth checks and a bonus to AC (if not wearing heavy armor) for 1 hour as the user's skin takes on adaptive tones.

AC +2Advantage on Stealth checks; +2 AC if not using heavy armor. Lasts 1 hour or until removed by a Remove Curse or Dispel Magic.

A viscous black-violet draught. Grants darkvision out to 60 feet (if you already have darkvision, increase range by 30 ft.) and the ability to see ethereal creatures for 1 hour.

Darkvision 60 ft. (or +30 ft. to existing darkvision) and see into the Ethereal Plane for 1 hour.

A warm, copper-colored potion. Heals HP when drunk and grants regeneration 1 (1 HP at the start of your turn) for 1 minute.

Heal 26 HPHeals HP (approx average 26) and grants regeneration 1 for 1 minute.

A gray, smoky vial. Grants temporary HP equal to 6 + your level (party level used as baseline if drunk by NPCs) plus resistance to bludgeoning, piercing, and slashing for 10 minutes.

Temporary HP = 6 + consumer's level (for PCs use their level). Grants resistance to non-magical B/P/S for 10 minutes.

A greenish-black sip that feels like swallowing a secret. Grants proficiency in one skill or language for 8 hours (user chooses).

Gain proficiency in either one skill or one language for 8 hours.

A clear, slightly viscous potion. Allows the user to cast alter self (self only) at will for 1 hour (as the 2nd-level spell effects).

Functions like the alter self spell (self only) for 1 hour.

Standard healing potion. Heals HP when consumed.

Heal 7 HPStandard healing potion effect.

A thin amber liquid that allows the drinker to leave behind one 'echo' of themselves: a translucent image that distracts enemies (acts as the Minor Illusion cantrip once within 1 minute of drinking). Lasts 1 minute.

Creates a Minor Illusion once within 1 minute of consumption; illusion lasts up to 1 minute.
Miscellaneous1

A crystalline ampoule that stabilizes chaotic cellular alteration. When administered within 1 hour of consuming a temporary mutagen, it negates the mutagen's effects with no harm. If used after a permanent mutagen, it imposes a 75% chance to reverse the change but inflicts necrotic damage on failure.

Negates temporary mutagen if used within 1 hour. Can attempt to reverse permanent mutagen (75% success) but dangerous on failure.
Miscellaneous2

Small jars of salve used to seal small lesions and neutralize corrosive reagents. Heals HP when applied and grants advantage on a single Constitution saving throw vs toxins if used immediately.

Heal 2 HPHeals HP and advantage on one Con save vs toxin if used immediately.

Black-blue ink infused with crushed nightshade. Used for ritual sigils, temporary curses, and labeling mutagens.

If used to write a simple ritual rune, grants +1 to the caster's spell attack or DC for that ritual (DM adjudication).
Miscellaneous1

Marlo performs a 10-minute ritual when a mutagen is consumed in-shop to minimize acute risk and bind the change. If performed after a mutagen was taken elsewhere, costs 150 gp and has a 1 in 6 chance to fail (causing psychic damage).

Reduces complications and records the transformation in Marlo's ledger.
MA

Marlo Vess

HumanAlchemist (Reskinned Artificer/Alchemist NPC)Lvl 8

Shop Atmosphere

Marlo's shop is suffused with the smell of herbs, ozone and something faintly metallic. Shelves are lined with labeled vials, each with a little skull stamped if it’s a permanent mutagen. She keeps a ledger of patrons and their alterations; she greets returning customers by remembering not just faces but which limb they altered. She will refuse to sell permanent mutagens to someone already known to have taken one unless the customer persuades her (DC 18 Persuasion) or pays an additional 1,000 gp for special bindwork. Marlo hums an off-key lullaby when performing stabilization rituals; failing customers sometimes sprout an extra patch of hair, a small rune, or an odd eye-colour for days. She offers a modest discount to adventuring parties who bring rare biological reagents (owlbear oil, chimera scale, shadow moss) for trade.
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