Marla's Mortar & Elixirs

Est. 2025 Human Alchemist (Artificer-flavored NPC)

Marla's Mortar & Elixirs

Marla keeps a pinned index of 'cases' on a board behind the counter — notes, sketches, and names of those she cured or watched turn. She hums an old lullaby whe...

MA

Shopkeeper

Marla Greeve, a Human Alchemist (Artificer-flavored NPC) (Lvl 4)

Keeper's Species

Human

9 Potions6 MiscEst. 1.2k gp

Shop Inventory

(15)
Potions9

A ruby-red vial that knits flesh and soothes pain. Standard restorative brew.

Heal 2 HPHeals hit points when consumed (standard 5e potion).

Thick, golden liquid that rushes warmth through the veins; for serious wounds.

Heal 4 HPHeals hit points when consumed (greater).

Bitter amber vial that counters many common toxins; useful after a zombie bite.

Advantage on saving throws against poison for 1 hour; neutralizes one ongoing poison source if administered in time.

A pale green inoculation distilled from weakened necrotic agents; reduces chance of infection from rot-zombie bites.

If bitten by a creature carrying the 'zombie virus' (DM fiat), roll a Constitution saving throw ; success prevents infection automatically, failure proceeds normally but not worse than an unvaccinated bite.

A viscous, silver-blue potion designed to reverse early-stage necromantic corruption.

When administered within 24 hours of first exposure to necrotic infection, the drinker makes a Constitution saving throw . On success, the infection is purged. On failure, the potion slows progression (treat as 12 hours later).

A vial inscribed with tiny runes; grants temporary resistance to necrotic energies and turns minor necrotic effects inert.

Grants resistance to necrotic damage for 1 hour and advantage on saves vs. necromancy spells of 1st or 2nd level that attempt to charm or reduce hit points.

A vial containing a viscous black serum derived from rotted sinew and dark tinctures. Dangerous and illegal in many places.

If injected or forced into a creature (DM adjudicates), subject must make a Constitution save . On a failed save the subject becomes sickened and, if left untreated, risks turning into an undead thrall over 24-72 hours. On a success the subject suffers necrotic damage and severe nausea (disadvantage on attacks for 1 minute).

A small, clear vial used to sterilize wound sites and stave off infection in the field.

Applied to a wound: grants bonus to the next saving throw against infection or disease contracted via that wound if used within 1 minute.

A thin, lavender liquid that encourages the recent dead to lapse into a harmless stupor rather than attack.

Poured into the midst of up to three medium undead less than CR 1 each within 5 feet: each must succeed on a Wisdom saving throw or be incapacitated and prone for 1 minute. Creatures that are more than recently risen or of higher CR are unaffected.
Miscellaneous6

A misty vial that, when uncorked, releases a pallid fog that confuses the recently dead.

Release creates a 10-foot-radius cloud for 1 minute. Undead of CR 1/2 or lower that start their turn in the cloud must succeed on a Wisdom saving throw () or be disoriented (disadvantage on attack rolls) for that turn.

A compact flask that, when smashed, emits a choking black smoke that nauseates the living and disorients shambling undead.

Creates a 10-foot-radius cloud of thick smoke for 1 minute. Creature inside must make a Constitution save or be unable to see beyond 5 feet and have disadvantage on attacks. Undead use Wisdom saves instead and fail on a roll below the DC by 2.

A little field pack assembled for patrols: three single-use doses in a leather pouch.

Convenient ready-to-go set; the antitoxin functions as above, sterilizer and tincture as listed.

Powders, herbs, and distilled solutions — basic supplies for making or patching potions.

No immediate effect; used as material components for crafting potions (DM decides exact uses).

Small glass vials with corks; inexpensive but necessary.

A greasy salve applied to the eyes to sharpen low-light vision and steady aim against shambling foes.

When applied, grants +1 to attack rolls made against undead for 1 hour and advantage on Wisdom (Perception) checks in dim light.
MA

Marla Greeve

HumanAlchemist (Artificer-flavored NPC)Lvl 4

Shop Atmosphere

Marla keeps a pinned index of 'cases' on a board behind the counter — notes, sketches, and names of those she cured or watched turn. She hums an old lullaby when working late and refuses to sell the Zombify Phial to anyone who won't tell her their purpose. She offers a free cup of bitter tea to customers who come in clutching a fresh bite wound and will barter favors for rare reagents rather than coin.
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