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...
Shopkeeper
Marlo Vess, a Human Alchemist (Reskinned Artificer/Alchemist NPC) (Lvl 8)
Keeper's Species
Human
Shop Inventory
(16)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.
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.
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.
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).
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.
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.
A warm, copper-colored potion. Heals HP when drunk and grants regeneration 1 (1 HP at the start of your turn) 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.
A greenish-black sip that feels like swallowing a secret. Grants proficiency in one skill or language for 8 hours (user chooses).
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).
Standard healing potion. Heals HP when consumed.
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.
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.
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.
Black-blue ink infused with crushed nightshade. Used for ritual sigils, temporary curses, and labeling mutagens.
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).
Marlo Vess
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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