- Location
- Germany
@Azel
Take a look:
Generally speaking we don't want to truly revive anything, we don't even want to touch the soul and risk something going wrong as with the almost-lich in Volantis. And messing with such powers as Mammon has a decent chance of something going wrong.
This might be the mundane and harmless solution?
Take a look:
This might be useful for the fungal pods or the Mammon Machine?Reanimating Fluid
Source PZO1135
Price 100 gp; Weight —
This viscous, translucent green fluid is typically stored in a large syringe. When injected into a mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day (time spent under effects like gentle repose don't count against this time), the fluid gives the corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the corpse to reanimate and shamble around erratically for 1 minute.
The result is not an undead creature, nor is it a construct.
The reanimated corpse remains utterly lifeless and is driven only by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same direction it had been previously moving (or runs up against the same barrier).
On a 2, it turns 45º clockwise and heads in that direction; on a 3, it turns 90º clockwise and heads in that direction; and so on. The corpse can't attack, doesn't defend itself, and—as an object—has AC 10 and 12 hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy) check.
Generally speaking we don't want to truly revive anything, we don't even want to touch the soul and risk something going wrong as with the almost-lich in Volantis. And messing with such powers as Mammon has a decent chance of something going wrong.
This might be the mundane and harmless solution?
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