Indian Atees
Uncommon · Monkshood
Alchemical · Magical · Poisonous · Defensive
Terrain Forest, Hills, Mountains
Description
All atees are tall herbaceous plants; some varieties can grow as high as 6.5 feet (2 meters), such as tall atees. These slender plants have deeply lobed, glossy dark-green leaves and produce a showy cluster of dark blue or purple flowers at the top of the stem. The plant has a conical root, producing one or two young tubers in the summer. These tubers overwinter, and by the following spring they develop into new plants.
Location and Habitat
Atees thrives in moist, shaded environments, typically found in forests and mountainous regions.
Rarity and Availability
In some regions, atees is relatively common— particularly in mountainous parts of Europe and Asia where conditions suit it. However, certain species of atees are rare or threatened due to habitat loss and overharvesting.
Effects and Uses
In ancient Greece, atees was used to poison arrows and to execute criminals; in Nepal, it was sometimes added to drinking water as a defense against enemy attacks. Warriors who consumed atees would lose their memory and begin turning over every stone in their path as though frantically searching for something—until severe nausea overtook them. Atees’ toxicity comes from its alkaloids, which primarily affect the central nervous system. In large, toxic doses, these alkaloids can cause seizures and paralyze the respiratory center. The plant’s toxicity can vary depending on its age, the local climate, and soil conditions. Atees is most poisonous in southern latitudes, especially during its flowering phase.
Harvesting & Preparation
- Harvesting Atees. The plant is toxic; collecting it safely requires a DC 15 Intelligence (Nature) check or Wisdom (Survival) check. On a failure, the harvester suffers mild poisoning (see “Raw Toxicity” below).
- Processing the Herb. Turning raw atees into a usable poison or potion takes 1 hour and requires a DC 15 Intelligence (poisoner's kit) check or Wisdom (herbalism kit) check. On a success, you produce one of the following items:
- Atees Poison (Weapon Coating)
- Atees Decoction (Ingested Mixture)
Raw Toxicity (Optional Rule)
- Any unprotected contact (bare skin) with raw atees could trigger a DC 12 Constitution saving throw. On a failure, the creature is poisoned (PHB, p. 292) for 1 hour. While poisoned in this way, the creature has disadvantage on Attack rolls and Ability Checks.
- At the GM’s discretion, wearing protective gloves or a herbalist’s kit may negate this saving throw, or offer advantage on it.
Items & Effects
- Atees Poison (Injury or Ingestion). When properly refined, atees can be used as a potent poison.
- Weapon Coating (Injury Poison)
- Application. Requires 1 action to coat a single melee weapon or 3 pieces of ammunition. The poison remains potent for 1 minute or until you successfully hit a target.
- Effect on Hit. The target must succeed on a DC 14 Constitution saving throw or become poisoned (PHB, p. 292) for 1 minute. While poisoned in this way, they also take 1d6 poison damage at the start of each of their turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ingested Poison
- Use. When mixed into food or drink, atees poisoning is subtle but deadly. The victim must make a DC 14 Constitution saving throw upon consuming the tainted meal or drink. On a failed save, the victim is poisoned (PHB, p. 292) for 1 hour, takes 3d6 poison damage immediately, and 1d6 poison damage at the start of each of its turns for the next minute. A successful save halves the damage and negates the ongoing effect (but the victim remains poisoned until the end of their next turn).
- Weapon Coating (Injury Poison)
- Atees Decoction (Risky Benefit). Though highly toxic, some cunning healers and alchemists may craft a specialized concoction that offers shortterm “magical” benefits at a grave risk. a.
- Creation. Requires 1 hour, 1 portion of raw atees, and a DC 16 Wisdom (herbalism kit) check. On a success, the creator produces 1 dose of atees decoction. On a failure, the mixture becomes a standard (harmful) poison or is destroyed.
- Use (Ingested). The creature becomes immune to the frightened condition for 1 minute (they may shrug off fear-based magic or abilities; PHB, p. 290). They also experience an unsettling surge of adrenaline, granting advantage on Intimidation checks during this time. However, the creature must make a DC 15 Constitution saving throw; on a failure, they gain two levels of exhaustion immediately after the 1- minute effect ends. If they succeed, they still gain one level of exhaustion. Design Note: This effect could be tweaked to mirror a barbarian’s rage-like adrenaline rush (e.g., advantage on Strength checks and Strength saving throws) but at c. b. d. the cost of immediate exhaustion (PHB, p. 291) afterward.
Unique Flavor
- Medea’s Legacy. Characters might discover old tomes referencing Medea’s poisonous arts. A wizard or warlock mastering such “Medean crafts” may earn advantage on crafting checks for poisons derived from atees.
- Cerberus Saliva. In areas connected to the underworld or shadow magic, atees might be especially strong. The GM could increase the saving throw DC or damage by 1 or 2, reflecting an otherworldly potency.
- Magic Enhancers. A warlock or druid could use atees in hexes or curses, tying the plant’s terrifying reputation into their spellcasting. For instance, the GM might allow a limited-use homebrew spell component that heightens a necromancy or enchantment spell at the cost of selfinflicted poison damage or exhaustion. e.
Lore
Indian atees (Aconitum heterophyllum) is a genus of poisonous perennial herbaceous plants in the buttercup family (Ranunculaceae). These plants typically have upright stems and palmate, alternate leaves. They are captivating perennials that draw attention with their striking flowers and distinctive features.
According to one tale, King Aeëtes—who ruled a kingdom by the Black Sea—had a beloved daughter named Medea, a blueeyed princess who also served as a devoted priestess in the temple of Hecate, the goddess of magic and sorcery. As Hecate’s most gifted student, Medea was entrusted with the temple’s oldest secrets. Under Hecate’s guidance, she mastered advanced magical arts, such as taming fire, stopping the flow of powerful rivers, curing severe illnesses, and even reversing aging to restore the youth of all living beings, including humans.
Despite her immense power and knowledge, Medea struggled to find true love—until one bright day, a group of heroes arrived in her land in search of a legendary artifact known as the Golden Fleece. In ancient times, it was believed that whoever possessed this Golden Fleece would be guarded by a mighty dragon that never slept and would destroy any threat to its master. Over the years, the Fleece came to be seen as a potent relic and a symbol of authority, and it had long been kept by King Aeëtes. When these travelers reached his domain, he questioned them about the lands they had seen and told them the story of the Fleece. Among the heroes was Jason, with whom Medea fell deeply in love—a fact she revealed to her father. In response, the king offered these adventurers a challenge: if they succeeded in overcoming his daunting trials, the victor would win both his beloved daughter’s hand and the Golden Fleece.
From Witch’s Herbs 5E, p. 60 · Fern Flower Press