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Table Of Contents

Introduction 2 Bestiary 5
Environment 3 Basophils 5
Dendritic Cells 6
Immune Response 3 Eosinophils 7
Evasion 4 Lymphocytes 8
4 Macrophages 12
Elder Immunity Adventures Mastocytes 13
Neutrophils 14
Other Residents 15
Magic Items 17
Appendix 20
Credits 21

   
Introduction
dventurers often find themselves in creature’s immune cells are designed to tackle  
strange environments all across the appropriately sized pathogens, the immune cells of

A
multiverse, ranging from planes of fire, these giants are designed to tackle larger pathogens-
domains of oppressive darkness, opportunistic adventurers and explorers whose
monstrous caverns, and many more. presence is invasive within the eldritch flesh that
However, one of the most bizarre these immune cells call home. Additionally, these
environments is within the body of an oversized immune cells have been augmented
unfathomably large being. magically by the supernatural nature of the flesh they
Such large beings that adventurers may have an call home.
interest in exploring include the corpses of recently Why explore such dangerous places? Treasure or
dead gods floating lifelessly in the Astral Sea, or a the solution to a larger problem is often the answer.
mysterious portal leading into the cavity of an These enormous caverns of tissue, mucous, and fluids
aberration of impossible size. Either way, explorers of are home to relics of celestial power, eldritch
these fleshful scapes must contend with dangerous knowledge, or other such tools of salvation and might.
creatures that guard it. For example, an adventuring party may be on the
While normal corporeal creatures have microscopic lookout for a sample of divine flesh as an ingredient to
cells comprising their bodies, the bodies of these a potion required to defeat a demon lord. Consult the
enormous entities are composed of significantly larger Elder Immunity Adventures table at the end of this
cells. Many of these cells are part of the creature’s section for potential stories involving this hostile
immune system. While a conventionally sized environment.

2 INTRODUCTION
Environment Immune Response  
The innards of a giant monster aren’t a hospitable Time is not on the adventurers’ side while in this
place, nor has it been designed for mortals to walk place. The more time spent here, the more effective
through like the halls of a dungeon. It is a winding the host body will become at fighting back the
labyrinth of fleshy tunnels filled with viscous fluids adventurers. When certain events happen, roll a d20.
and deadly gasses. Certain parts are filled with On a 5 or lower, the Immune Response of the body
aggressive organisms dedicated to defending its home
from outsiders, while other locations have evolved to will increase by 1 level, as seen on the Immune
be as hostile to invaders as possible.
Here is a list of Response Table.
several potential environmental hazards you can use If the result of the d20 is a 1, the immune response
to use as traps or obstacles for your party’s increases by 2 levels.
exploration within the enormous corpus they find If the result of the d20 is a 20, the immune
themselves in. You can even combine several hazards response decreases by 1 level.
into one larger scale, more dangerous trap. If the result of the d20 is anything in between,
Cilia. Some walls and floors are covered with nothing happens.
hundreds of tiny, hair-like fibers that constantly push The current Immune Response level means that
things in a specific direction. Creatures that end their ALL effects of that level and the levels lower than that
turn standing on a space with these cilia are moved 5 take effect. For example, an Immune Response level
feet in a specific direction. Creatures that attempt to of 5 means that the level 1, 2, 3, 4, and 5 effects are all
move against the direction the cilia are pushing must active at the same time.
treat the ground as difficult terrain. The mere presence of the adventurers in the body is
Digestive Juices. Digestive fluids secreted by the
body are potent enough to reduce an unwary enough to make it begin escalating the Immune
adventurer to a puddle of sludge. A creature that Response level. At the end of each hour, roll for
touches these juices takes 42 (12d6) acid damage. Immune Response development.
These juices can be encountered in a variety of ways. If the adventurers engage in combat with some
In some circumstances, a chamber might be filled immune cells, roll for Immune Response development
with several feet of it, while in other places it might once combat ends.
come squirting out of the wall. Many of the monsters native to this anatomical
Mucous. Many walls may be covered in a layer of
world have abilities intrinsically tied to the Immune
clear slime that makes it extremely difficult to climb. Response system. For example, dendritic cells can
Creatures with a climbing speed can treat mucous- force a roll for Immune Response development
coated walls and ceilings as difficult terrain. Creatures everytime they successfully land a hit with their
without a climbing speed must succeed on a DC 20 pseudopodia.
Strength (Athletics) check in order to climb without  
sliding down to the floor.
Plasma. Certain areas are flooded with a clear,
slightly yellow fluid. It’s more viscous than water,
meaning creatures with a swim speed must treat it as
difficult terrain. Creatures without a swimming speed
must spend 4 feet of movement for every 1 foot
traveled through the plasma. Oozes can breathe
normally while fully submerged in plasma.

ENVIRONMENT 3
 
Immune Response
Evasion
Immune cells (and oozes in general) are not that
Level Effect intelligent, acting on instinct and chemically-induced
0 None. compulsions alone. Adventurers can easily blend in
1 None. with native denizens by using disguises, both magical
2 Chemoattractants. Immune cells have advantage on all and mundane.
Wisdom checks made to locate the party. Additionally, Disguises made by wrapping oneself in the sludge
immune cells gain normal vision beyond their of a slain immune cell is a common method of
blindsight radius. disguise. Such disguises can help avoid combat in
3 Tumor. Many hallways and other paths the party had or certain situations, but they do nothing to inhibit the
could have taken are now flooded with plasma, or have hourly Immune Response development rolls.
shrunk in size. In the latter case, the adventurers are
forced to squeeze through in order to pass (see the
Player’s Handbook for rules on squeezing).
Elder Immunity
4 Opsonization. The halls of flesh and blood are now Adventures
filled with strange chemical markers that have begun to
The Elder Immunity Adventure Hooks table offers
cling to the clothing, skin, and armour of all creatures
suggestions for stories and adventures involving
not native to the inside of the body. While coated in
oversized anatomical landscapes and immune cell
these chemicals, a creature has disadvantage on saving
throws against immune cells’ Engulf. A creature that
monsters.
manages to clean itself of these chemicals becomes Elder Immunity Adventure Hooks
coated again after ten minutes.
5 Calor. The entire body begins to heat up. All creatures d10 Adventure Hook
not native to the body are subjected to the effects of 1 While adventuring through the astral sea aboard a
extreme heat (see the Dungeon Master’s Guide for rules spelljamming vessel, adventurers happen upon the
on extreme heat). corpse of a recently deceased god.
6 Adaptive Immunity. The body has begun to adapt to the 2 Cultists hiding in the dungeons of an ancient castle have
party, making it possible for the party to encounter been attempting to create a portal to the Far Realm. They
thymus lymphocytes. don’t realize they have accidentally created a portal into
7 Agglutination. Creatures that are currently affected by the literal heart of an ancient outer god.
the Opsonization chemicals become sticky to other 3 A powerful wizard cast a supercharged enlarge/reduce
creatures that are also affected by it. Casting a spell spell on himself in order to allow adventurers enter his
with a range of touch, like cure wounds, on an ally body and find the source of his health complications.
would result in the two creatures being stuck together. 4 Parasitic slaadi have begun to infest the body of a deity
Multiple creatures can be stuck together in this way, that favours a group of adventurers. The deity offers to
potentially causing them to become grappled, or even grant them a reward if they enter the deity’s body to help
restrained. A creature can use its action to make a DC fight off the slaadi.
15 Strength (Athletics) check to pull itself free from the 5 A dead kraken has washed ashore and treasure hunting
other creature(s) it is stuck to. This check is made with crews are eager to explore its guts for thousands of
disadvantage if the creature is stuck to multiple years’ worth of sunken (and subsequently devoured)
creatures. treasure.
8 Neutralization. Creatures that are currently affected by 6 An enormous, oversized dragon has plummeted from
the Opsonization chemicals have their movements the sky and been skewered by a mountain. Local
hindered. They have disadvantage on all melee attack apothecaries are looking to hire adventurers to collect
rolls. If a creature attempts to cast a spell with somatic rare materials from the inside of the dragon before it
components, they must spend both their action and rots away.
bonus action to do so. 7 While in the abyss, a strike team was swallowed whole
9 Improved Opsonization. Creatures can no longer clean by a demon of incredible size.
themselves of the chemical markers. 8 An inventor has accidentally created a machine that
10 Membrane Attack Complex. Creatures that are affected causes things to grow hundreds of times its original
by the Opsonization chemicals begin to have pores size. Unfortunately he accidentally used it on a blood
formed on them that allow their insides to leak out. sample and now immune cells are running amok.
Every minute, a creature must succeed on a DC 20 9 Two gods slain in a celestial battle long ago lie dead
Constitution saving throw or lose 2d4 hit points. across the world. It is said that a cure for a vicious
disease can only be found within the organs of the gods.
10 A religious order claims that a millenia ago, the tarrasque

If your adventurers are exploring a body that has been swallowed a legendary knight of their order. Now that

explored recently or is being actively explored by the tarrasque has been sighted as dead, they want to

other creatures, you can choose to roll a d10 to hire some adventurers to journey inside and recover the

determine the Immune Response level already active  


knight’s relics.

when the party first enters.


4 ADVENTURE HOOKS
clumsier due to their size.  
Ooze Nature. An ooze doesn’t require sleep.

Lore
DC 10 Wisdom (Medicine): The strange sacs of
chemicals floating inside the ooze’s body are filled
with chemicals that incense other immune cells.
DC 10 Intelligence (Arcana): This ooze’s sacs are
likely to burst when it’s killed, giving other immune
cells a sudden rush of mobility and potentially alerting
the body to the presence of intruders.
DC 15 Wisdom (Medicine): The basophil seems to be
emitting a cloud of magic-infused chemicals that is
inhibiting the ability of hostile creatures from healing.

Bestiary

Basophils
Elusive Giants. These rare, massive immune cells
carry hefty payloads of chemical signals within small
sacs throughout its body. These sacs, called granules,
are brought to the surface and pop, releasing their
contents when adventurers encounter them. The
contents of these granules are not directly harmful to
adventurers, but act to increase the speed of nearby
allies, as well as elevate the Immune Response. This
can quickly turn the tide of battle.
Big Brothers. Basophils appear like larger versions of
their eosinophil brethren, but are much slower and
BESTIARY | BASOPHILS 5
Dendritic Cells
Long Limbs. Dendritic cells are characterized by their
incredibly long pseudopods that can reach through
cracks or at surprising distances. Many adventurers
have succumbed to dendritic cells by underestimating
their incredibly long reach.
Sentinel Cells. Dendritic cells act like guards, often
staying in one place, lying in wait to reach out and
snag unwary adventurers and digest them. Often
times, dendritic cells position themselves behind
walls, reaching through a small hole to strike while
maintaining a safe position.
Dendritic cells are often the first immune cells
adventurers encounter when exploring giant bodies,
since dendritic cells are typically stationed near areas
that are exposed to the world outside of the body. Lore
Antigen Presenters. These cells leverage their long DC 10 Wisdom (Nature): Other explorers have said
limbs to “sample” enemy targets. With every that these long-limbed oozes act as guards. If they
successful contact it makes with a creature, it touch you, they can alert others of intrusion.
generates useful information that translates into DC 15 Intelligence (Arcana): Dendritic cells’ reach is
elevating the Immune Response. frighteningly long. They can reach up to 20 feet. Keep
a wide berth to avoid contact with them.
Ooze Nature. An ooze doesn’t require sleep.

   

6 BESTIARY | DENDRITIC CELLS


Eosinophils  
Corrosive Specialists. Eosinophils transport within
them multiple sacs of deadly chemicals, which they
eject onto intruders. Targets showered with these
corrosive bomblets are reduced to a harmless pile of
liquefied flesh. The granules also often contain other
offensive chemicals with additional debilitating
neurotoxic or genotoxic effects.
Call to Arms. These granules of acidic bioweaponry
are also filled with chemical markers that send signals
out to alert the body of infection, elevating the
Immune Response. This means that whenever
eosinophils are disturbed and begin to fight, the
Immune Response of the body can quickly get out of
hand for adventurers.
Ooze Nature. An ooze doesn’t require sleep.

Lore
DC 10 Wisdom (Medicine): The strange sacs of
chemicals floating inside the ooze’s body are filled
with acid and chemicals that incense other immune
cells.
DC 10 Intelligence (Arcana): This ooze’s sacs are
likely to burst when it’s killed, splattering its acidic
payload everywhere.

BESTIARY | EOSINOPHILS 7
 

Lymphocytes
The appearance of lymphocytes Natural Killer Cells. Natural killer cells are fast and
The Elite Warriors.
spells impending doom for adventurers exploring a deadly lymphocytes, able to respond the quickest
body. Lymphocytes are highly specialized organisms when the Immune Response level is appropriate.
tailor made to neutralize and destroy the very invaders They exist in a passive state through the body until
that sparked their existence. activated by sufficient chemical signals.
Mages that rely on illusions, disguises, and other
In the Wake of the Immune Response. Lymphocytes
shenanigans will find themselves at the complete
are fortunately absent entirely from the body (or at mercy of natural killer cells. These biological
least are extremely rare) until the immune response inquisitors see right through the feeble disguises and
reaches a certain threshold. It is at this point that the tricks brought forth by outsiders, swiftly delivering an
other immune cells have collected enough injection of flesh-melting toxins.
information on the body’s intruders to create Ooze Nature. An ooze doesn’t require sleep.
lymphocytes individualized to hunt down and tear
apart the unfortunate adventurers they hunger for.
Lore
Bursa Lymphocytes. While not directly designed to
fight on the front lines, bursa lymphocytes are DC 10 Wisdom (Medicine): Bursa lymphocytes have a
powerful, deadly components of the eldritch immune very potent ability to rapidly elevate the Immune
system by amplifying the Immune Response and Response level. Leaving one or more alive can quickly
helping to perfect the killing efficiency of their thymus render the expedition through the body too dangerous
lyphocyte brothers. Adventurers that make the to continue.
DC 10 Intelligence (Arcana): Natural killer cells are
mistake of leaving them alive quickly find themselves super specialized against tricks and illusion magic. If
regretting it. there’s one or more nearby, the best bet is to fight it
Bursa lymphocytes can potentially carry the head on rather than try to hide.
memory of previous encounters with other explorers DC 10 Wisdom (Nature): Thymus lymphocytes are
of the body, able to create a sudden, massive spike in extremely dangerous and have pseudopods that not
the Immune Response level. only ignore resistance to nonmagical damage, but can
Thymus Lymphocytes. Equipped with a plethora of also change damage types to hit you where it hurts the
toxins and augmented by strange magics, thymus most.
lymphocytes are the greatest warriors of the eldritch DC 15 Intelligence (History): It is said that Bursa
immune system. No defenses can protect its prey from lymphocytes have the ability to store memories of past
its weapons, and no weapon can harm it effectively. encounters. If there’s been other adventurers who
The only downfall of thymus lymphocytes is their have tried to explore this body, there’s a good chance
unbridled rage, which can potentially cause them to some of the bursa lymphocytes the party encounters
lash out against their own allies. will recognize the humanoid trespassers and elevate

8 BESTIARY | LYMPHOCYTES
the immune response by a substantial degree if it rolls  
well on initiative.
DC 15 Intelligence (Arcana): Natural killer cells are
magically enhanced and can dispel all manner of
illusions with ease. It can even cast several spells that
make it easier for its immune cell allies to spot and
destroy you. It also will attempt to inject a toxin that
can cause you to explode, if you’re weak enough.
DC 15 Wisdom (Medicine): Thymus lymphocytes
grow more and more powerful as the Immune
Response level increases. However, thymus
lymphocytes are slightly unhinged and can potential
fly into an uncontrollable rage, harming friend and foe
alike. It needs a bursa lymphocyte to be able to calm it
down. This rage becomes harder and harder to
control as the Immune Response increases.

BESTIARY | LYMPHOCYTES 9
10 BESTIARY | LYMPHOCYTES
   

BESTIARY | LYMPHOCYTES 11
Macrophages
The Heavy Hitters. A towering, quivering pile of
cytoplasm hungry to devour everything, macrophages
are the largest and most ravenous of immune cells
one might find within the fleshy environment.
Closely related to their smaller dendritic cell
brethren, macrophages have invested their power into
being large, strong, and endlessly hungry. They
dedicate their existence to hunting down and
devouring whole anything that’s not native to their
home.
Professional Phagocytes. Macrophages’ bottomless
stomaches not only allow them to be effective
combatants, but also useful reporters on invaders
around the body they patrol. Bits of the explorers or
other outsiders they swallow are digested into trace
materials that the macrophages can present and its enemies. Attempting to outrun it might be a worse
increase the Immune Response level. idea than trying to fight it.
DC 15 Wisdom (Medicine): Macrophages are antigen
Ooze Nature. An ooze doesn’t require sleep. presenting cells, meaning that even if you aren’t
completely devoured by the ooze, it is able to
Lore synthesize useful tactical information with every
successful contact. With every successful pseudopod
DC 10 Wisdom (Nature): Macrophages are fast and touch or engulfment of prey, it has a chance of
relentless, and will stop at nothing to try and devour increasing the Immune Response level.

   

12 BESTIARY | MACROPHAGES
Mastocytes Healers and Generals. Mastocytes, like eosinophils  
andbasophils , possess chemical-filled granules stored
Architects of Flesh. Mastocytes are responsible for throughout their jelly-like bodies which they can
helping other immune cells by creating paths for release to influence the battlefield. Some of these
quick distribution of forces. They also are involved chemicals play a role in closing wounds and bringing
with repairing damage dealt during incursions healing, while others serve to rally immune forces and
between immune cells and their opponents. push forward with the attack.
Ooze Nature. An ooze doesn’t require sleep.

Lore
DC 10 Wisdom (Medicine): The strange sacs of
chemicals floating inside the ooze’s body are filled
with chemicals that incense other immune cells, heal
them, or even harm enemies.
DC 10 Intelligence (Arcana): This ooze’s sacs are
likely to burst when it’s killed, giving other immune
cells a sudden rush of mobility and potentially alerting
the body to the presence of intruders.
DC 15 Wisdom (Nature): The ooze has the ability to
create new passages for other flesh denizens to travel
through. It might be able to create a new route for
other immune cells to flank you with.
 

BESTIARY | MASTOCYTES 13
Neutrophils
Biological Shock Troopers. Neutrophils are the most Ooze Nature. An ooze doesn’t require sleep.
reliable, fastest acting members of the eldritch
immune system. They are the first and last line of Lore
defense against those who come to desecrate their Neutrophils may be the most
home, swarming their opponents and wreaking havoc DC 10 Wisdom (Nature):
common immune cell encountered, but they’re
far and wide. nothing to scoff at. They can engulf and digest you,
Net Launchers. Neutrophils, while not as hungry as
and their pseudopods hit hard.
their macrophage uncles, are still more than capable DC 15 Wisdom (Medicine): Neutrophils are able to
of swallowing up threats. Their best tool is a special use their slimy guts as nets. One or more of a pack of
surprise weapon- a net formed from their own innards neutrophils may choose to self-sacrifice in order to
which they spew onto targets to tie them up. Once give a major advantage to their allies.
immobilized by these nets, targets are easy pickings Neutrophils may also attempt to cast this net at the
for other neutrophils and any hungry nearby moment of their death, so watch out!
macophages.

14 BESTIARY | NEUTROPHILS
Other Residents  
One Big Fleshy Machine. There are hundreds and
hundreds of different enlarged cells that make up the
godlike anatomy being explored. Not all of them are
hostile- many of them are rather indifferent to the
happenings around them, haplessly floating through
streams of plasma as they transmit nutrients and
other cargo throughout the environment.
Erythrocytes. Also known as red blood cells,
erythrocytes ooze through blood vessels, many of
which are likely drying up (depending on the current
state of the body). They appear as disk-like, velvety
oozes. Typically they’re a vibrant, bright red colour,
but they change to a darker, more purple colour as
they unload their primary cargo: oxygen.
Some experienced explorers recommend you roll
around in piles of them if you can. Not only do they
provide a minor disguise from immune cells, but
they’ll also be soft and fluffy, like big red pillows.
Platelets. These small glassy slimes are handymen for
the body, serving as workers for repairing damage
and wounds. Platelets are often encountered by
outsiders at sites where wounds have been opened
up, exposing the innards to the surrounding area.
These minute creatures flock to the site of the wound
in an attempt to repair the damage.
A single platelet can’t accomplish much, but once
they congregate, there’s nothing they can’t do.
Sometimes platelets don’t recognize explorers of
their home as hostile, and may instintually attempt to
close the wounds found on their bodies.
Ooze Nature. An ooze doesn’t require sleep.

Lore
DC 10 Wisdom (Medicine): Erythrocytes and platelets
are harmless, nor will interacting with them cause in
increase the Immune Response level- unless you try to  
kill them.
DC 10 Intelligence (History): Erythrocytes can act as a
low-caliber disguise from immune cells if you roll
around in a pile of them.
DC 15 Wisdom (Medicine): Erythrocytes are filled
with oxygen, so you may be able to use them as
makeshift oxygen masks by biting down on them. Just
be careful you don’t kill it when you do so.
DC 15 Intelligence (Arcana): There’s a chance that
platelets may recognize the wounds you’ve sustained
and attempt to stitch you up. They won’t harm you
when doing so.

BESTIARY | OTHER RESIDENTS 15


 

stain

16 BESTIARY | OTHER RESIDENTS


 

Magic Items
The flesh of a giant being is indeed a dangerous place,
but there are a multitude of tools that can help make Autoimmune Ammunition
the journey as easy as possible. Additionally, a myriad Weapon (any ammunition), uncommon
of treasures lie in wait for those who are brave enough
to traverse the anatomical hazards that lurk within the When you hit an ooze with this magical ammunition,
fortress of flesh. the ooze must make a DC 15 Wisdom saving throw.
You can choose to have these magic items sold by An ooze at half its hit points or less makes this save
former explorers of giant bodies, or found by your with disadvantage.
party as they explore. On a failure, the ooze permanently loses the ability
to distinguish friend from foe. It prioritizes using its
Armour of Adaptive Immunity action to attack the nearest ooze.
Armour (any), Very Rare (require attunement)
Eternal Necrosis
This set of armour has been coated with the adaptive Weapon (Lance), Legendary (requires attunement)
membrane of a thymus lymphocyte.
This armour has 3 charges. If you take damage This ancient, magical weapon was either created in
while wearing this armour, you can use your reaction the flesh of a giant creature, or swallowed up by it
to spend a charge and gain resistance to that damage long ago. Either way, it has become infused with the
type. This resistance lasts until you use your reaction latent powers of its host, and is now wielded by you.
to change your damage resistance. The armour While you wield Eternal Necrosis, oozes that start
regains 1d3 expended charges daily at dawn. their turn within 60 feet of you must make a DC 15
Wisdom saving throw or obey your verbal commands.
Armour of Antigenic Variation Additionally, whenever a d20 is rolled to determine
Armour (hide), Rare Immune Response development, you can use your
reaction to reroll the d20 and pick which result to use.
This armour has been crafted from a multitude of still- Eternal Necrosis gains different additional abilities
living oozes. The oozes’ amorphous nature makes you based on the nature of the host body you found it in:
less recognizable to lymphocytes. Aberration. Eternal Necrosis deals an additional
While wearing this armour, you automatically 2d10 psychic damage on a hit. While attuned to it, you
succeed on Charisma saving throws against a thymus know Deep Speech and gain the ability to speak
lymphocyte’s Adaptive Pseudopod. You also gain telepathically up to a range of 60 feet.
advantage on Charisma (Deception) and Dexterity Celestial. Eternal Necrosis deals an additional 2d10
(Stealth) checks made to avoid attracting the attention radiant or necrotic damage on a hit. While attuned to
of hostile immune cells. it, you know Celestial and have immunity to all
disease, cease aging, and magic cannot age you.
MAGIC ITEMS 17
Dragon. Eternal Necrosis deals an additional of oxygen.  
2d10 damage on a hit. The damage type matches the Unpacking and biting down on the erythrocyte
type associated with the dragon. While attuned to it, within requires an action. After doing so, you gain
you know Draconic and gain a fly speed of 30 feet. enough air to sustain you for up to 1 minute in an
Fiend. Eternal Necrosis deals an additional 2d10 environment that otherwise would disallow breathing
cold, fire, or lightning damage on a hit. While attuned normally.
to it, you know Abyssal and Infernal, and you can cast
banishment (save DC 20), using Eternal necrosis as
the spellcasting focus. Once you cast this spell in this
way, you cannot do so again for 1d4 days.
Monstrosity. Eternal Necrosis deals an additional
2d10 piercing damage on a hit. While attuned to it,
you can add double your proficiency bonus to Wisdom
(Perception) checks. Additionally, you gain advantage
on initiative rolls.
Gloves of Cytotoxicity
Wondrous Item, Rare (requires attunement)

If you make a weapon attack or unarmed strike while


wearing these slimy gloves, you deal an additional 2d8 Sash of Intracellular Invasion
poison damage on a hit. This damage is increased to Wondrous Item, Rare (requires attunement)
3d8 against oozes. This pink sash is covered in a strange fuzz. While
Interleukin wearing this sash around your neck, you have
resistance to acid damage.
Potion, Rare
When an ooze targets you with its Engulf ability and
You can open this bottle of blue-tinged fluid as an you fail the saving throw to avoid it, the sash’s fuzz
action, causing it to quickly release into the detaches and creates a protective bubble around you
environment. When you do so, one of the following until you are no longer engulfed. While engulfed, you
effects occur based on what type of interleukins were are not restrained, you can breathe, and you take no
inside the bottle: acid damage from the ability.
Once the sash protects you in this way, it cannot do
Anti inflammatory: the Immune Response level so again until the next dawn, when the fuzz magically
decreases by 1 level. reappears on the sash.
Inflammatory: the Immune Response level  
increases by 1 level.
The GM determines ahead of time what type of
interleukin was in the bottle.
Potion of Opsonization
Potion, Rare

As an action, you can splash the contents of this bottle


onto a creature within 5 feet of you or throw the bottle
up to 20 feet, shattering it on impact. In either case,
make a ranged attack against a creature or object,
treating the bottle as an improvised weapon.
On a hit, the target is opsonized. While opsonized,
immune cells within 60 ft. of the target that attempt to
attack a non-opsonized target must first make a DC
20 Wisdom saving throw. On a failure, an immune cell
must choose to attack the opsonized target instead.
Regardless of the outcome, you must then roll a
d20 for Immune Response development, if in an
applicable environment.
Red Blood Cell in a Jar
Potion, Common

A glass bottle with a single erythrocte haphazardly


stuffed inside. It makes for a useful last-resort source

18 MAGIC ITEMS
Scroll of Protection (Oozes)  
Scroll, rare

This magic scroll functions as a scroll of protection,


but the specified creatures are oozes.
Shield of Adaptive Immunity
Armour (shield), Very Rare (require attunement)

This shield has been coated with the adaptive


membrane of a thymus lymphocyte.
The shield has 3 charges. If you take damage while
wielding the shield, you can use your reaction to
spend a charge and gain resistance to that damage
type. This resistance lasts until you use your reaction
to change your damage resistance. The shield regains
1d3 expended charges daily at dawn.
Vitronectin
Potion, Very Rare

This vial of yellowish paste can be applied to a


creature’s exterior as an action.
A creature coated in vitronectin is immune to the
level 10 Immune Response effect for 1 hour.
Shield of Adaptive immunity

MAGIC ITEMS 19
Appendix
Creatures by Challenge Challenge 3
Basophils 5
Rating Mastocytes 13
Challenge 0 Challenge 4
Erythrocyte 15 Bursa Lymphocyte 9
Platelet 15 Eosinophils 7
Swarm of Platelets 15
Challenge 6
Challenge 2 Macrophages 12
Dendritic Cells 6 Natural Killer Cell 10
Neutrophils 14
Challenge 15
Thymus Lymphocyte 11

   
Credits Elder Immunity is unofficial Fan Content permitted  
Written and edited by Jadon W. M. Smith under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are
All artwork created using property of Wizards of the Coast. ©Wizards of the
https://www.midjourney.com Coast LLC.
 
For more of my content: https://ko-fi.com/lord_jado
Special thanks to my Supporters
Alexander Frederick

Badbear614

CurlAlot

Joseph Carriker

Special Thanks to the Following


University of Guelph Faculty and
Graduate Students
Benjamin Muselius

Dr. Geogina Cox

Jehoshua Sharma

Dr. Jennifer Geddes-McAlister

Dr. Matthew Sorbara

Dr. Priyanka Pundir

CREDITS 21

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