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Herb of the Harem

Herb of the Harem is a magically potent medicinal and aphrodisiac plant whose effects vary sharply between processed pills, leaves, and flowers. It grows naturally in the orb-rich soils of Ahuria. Druids can reproduce those conditions with refined or synthesized orbs, while natural deposits are also believed to exist in Senera.

The Maidenfeld family controls the established trade into Senera and Apgar. Its pills are typically processed from leaves, carefully measured, and adulterated to make their cardiac use safer. Raw leaves retain much more of the plant’s aphrodisiac potency, while the flowers express it fully.

Ahurian accounts often describe affected people becoming broadly charmed by several desirable companions rather than fixating on only one. This appears to reflect personal and cultural disposition rather than a chemically distinct Ahurian variety.

The herb has a separate and spectacular effect on cadaver-based undead. Decoctions boiled from leaves or flowers rupture retained circulatory anatomy in zombies, ghouls, and even undead locusts, remaining effective when diluted into enough water to douse entire formations.

Poasah developed the discovery into a proprietary agricultural technology during its defense against a necromantic attack on the kingdom’s Northwestern corridor, widely considered the country’s breadbasket. Herb-water treatments applied to crops keep at bay the undead locust swarms sent by the Reformed Church of the Divine Masochist. The preparation and application process remains closely held.

Herb of the Harem

wondrous item, Varies

This magically potent herb is prepared as measured medicinal pills, chewed or brewed leaves, or intensely aphrodisiac flowers. A creature can consume one prepared dose as an action. Unless a form says otherwise, Lesser Restoration ends all of that dose's effects on a creature.

**Pill (Common).** These medicinal pills are ordinarily made from the herb's less potent leaves, then processed, measured, and adulterated to limit their effects. A creature that consumes a pill must succeed on a DC 10 Wisdom saving throw or experience limited arousal for 1d4 hours. The arousal has no inherent mechanical penalty.

A pill can be administered as an action to a living creature at 0 hit points. The creature becomes stable but regains no hit points, then makes the pill's Wisdom saving throw normally.

**Leaf (Uncommon).** A creature that chews a leaf or drinks tea brewed from one must make a DC 14 Wisdom saving throw. On a failed save, the creature becomes charmed by the nearest creature it finds sexually attractive and is uncontrollably aroused for 1d8 hours. If no eligible creature is present when the effect begins, the affected creature becomes charmed by the first creature it finds sexually attractive that it perceives during the duration. On a successful save, it instead experiences weak physical arousal, such as an engorged penis or erect clitoris, for 1d8 hours; this has no inherent mechanical penalty.

**Flower (Rare).** A creature that consumes a flower or drinks tea brewed from one must make a DC 17 Wisdom saving throw. On a failed save, the creature becomes charmed by the nearest creature it finds sexually attractive and is uncontrollably aroused for 1d20 + 4 hours. If no eligible creature is present when the effect begins, the affected creature becomes charmed by the first creature it finds sexually attractive that it perceives during the duration. On a successful save, it instead experiences weak physical arousal, such as an engorged penis or erect clitoris, for 1d20 + 4 hours; this has no inherent mechanical penalty.

The charm normally fixes on one creature for its duration. The GM may broaden it to every creature the consumer finds sexually attractive when the consumer's personal and cultural disposition makes diffuse attraction more appropriate; Ahurian accounts commonly describe this broader response.

**Cadaveric Overload.** The leaf and flower are catastrophically incompatible with cadaver-based undead: corporeal Undead animated from cadavers whose bodies retain enough circulatory anatomy to rupture, such as ghouls, zombies, and undead locusts. Skeletons, incorporeal undead, and creatures without cadaveric circulatory anatomy are unaffected. The GM determines whether an unusual Undead qualifies.

A qualifying Undead that ingests a leaf or is thoroughly doused with a decoction boiled from one must make a DC 14 Constitution saving throw. On a failed save, it violently explodes and is destroyed if it has 10 hit points or fewer; otherwise, it takes 3d6 force damage. On a successful save, it takes half as much damage and is not destroyed.

A qualifying Undead that ingests a flower or is thoroughly doused with a decoction boiled from one must make a DC 17 Constitution saving throw. On a failed save, it violently explodes and is destroyed if it has 50 hit points or fewer; otherwise, it takes 14d6 force damage. On a successful save, it takes half as much damage and is not destroyed.

Boiling and diluting leaves or flowers for external application does not remove their cadaveric effect. Each Undead exposed to a mass application makes its own saving throw. Processed pills do not retain enough potency to cause cadaveric overload. The GM determines how many creatures a prepared batch can thoroughly douse based on the quantity of herb, amount of water, preparation, and application method; the item has no fixed dilution ratio, volume, or area of effect.