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Fiendgore Unguent — Infernal Alchemical Item

Fiendgore Unguent — Infernal Alchemical Item
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Fiendgore unguent is a vile alchemical salve prepared with corrupted reagents and the blood or gore of fiends. It is not a healing ointment, battlefield medicine, or common magical balm. It is a ritualised irritant for infernal blood.

When applied to a wounded tiefling, fiend, evil outsider, or similarly infernal creature, the unguent briefly draws the creature’s darker essence toward the surface. The user’s eyes may blacken, old scars may darken, the voice may take on a harsher resonance, and their presence becomes harder to ignore. The effect is short, ugly, and specific: it makes the target more frightening.

Fiendgore unguent works best as a villain’s preparation, a tiefling duelist’s last resort, an infernal cult tool, or a battlefield reagent used before threats, executions, fear spells, or ritual intimidation. It should feel like something dangerous people use when fear is the point.

Physical Description

Fiendgore unguent is usually stored in a black glass jar, wax-sealed horn pot, bone tube, or small iron reliquary. The paste inside is dark red to black, thick as clotting blood, and streaked with metallic, tar-like threads.

It smells of hot iron, bitter resin, burned hair, old wounds, and spoiled sacrificial wine. When exposed to air, the surface wrinkles and darkens. When pressed into a wound, it sinks into the flesh rather than remaining on the skin.

The reaction is immediate. Veins darken. Breath grows hot. The wound smokes faintly or flushes black-red for a few heartbeats before the effect settles into the target’s voice, posture, and gaze.

  • Fiendgore Unguent 5.5e / 2024
  • Fiendgore Unguent Pathfinder 1e / 3.5e
  • Unguent, Fiendgore 3.0e

Wondrous Item, Uncommon Consumable

As an action, you apply this unguent to a willing or Incapacitated creature within 5 feet of you. The target must be wounded and must not be at its hit point maximum.

If the target is a tiefling, fiend, or creature the DM has already established as having an infernal, demonic, or lower-planar nature, the target gains the following benefits for 1 minute:

Infernal Presence. The target gains a +2 bonus to Charisma (Intimidation) checks.

Fear-Marked Power. When the target casts a spell or uses a magical feature that forces a saving throw against the Frightened condition, the save DC increases by 1.

If the unguent is applied to any other creature, the target gains the Poisoned condition until the end of its next turn and gains no benefit from the unguent.

Once applied, the unguent is consumed.

Alchemical Item

Price 75 gp; Weight 1 lb.; Craft DC 20

When this unguent is applied to a wounded tiefling or evil outsider that is not currently at maximum hit points, it momentarily transforms the target’s essence into something even more fearsome and demonic.

Applying fiendgore unguent is a full-round action and can only be done properly to a willing or helpless creature.

For 1 minute, a tiefling or evil outsider treated with fiendgore unguent gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that it casts.

If applied to a creature other than a tiefling or evil outsider, the target is sickened for 1 minute instead.

Source Advanced Race Guide

When this unguent ‘prepared with vile alchemical reagents and the gore of fiends’ is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic.

While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent’s effects (either beneficial or harmful) last for 1 minute.

Why This Item Matters

Fiendgore unguent creates a clear moment of escalation. It does not make someone generally stronger, healthier, faster, or more charming. It makes an already dangerous creature more terrifying for a very short time.

The wound requirement is important. The item only works when blood has already been drawn. That makes it more dramatic and harder to treat as a casual pre-fight buff. A tiefling warlock might cut their own palm before applying it. A fiendish champion might demand the salve only after being struck. A cult leader might anoint a wounded executioner before ordering a crowd into silence.

Used properly, the item says: the negotiation is over, the threat is real, and fear is now part of the scene.

How It Is Used in Play

Fiendgore unguent is most useful before intimidation, fear magic, forced surrender, ritual challenge, or public punishment. It belongs in scenes where morale, terror, and visible corruption matter.

A tiefling villain might apply it before casting a fear spell. A summoned fiend might demand it as payment before serving. A battlefield herald might use it to break the courage of levies before the charge. A player character might use it before confronting criminals, cultists, mutineers, or cowardly guards.

The effect should be obvious. This is not a subtle cosmetic. Anyone watching can tell the target has applied something foul and unnatural. In polite society, temple precincts, guild courts, noble households, or military camps, that visibility may matter as much as the bonus.

Failure, Risk, and Misuse

Fiendgore unguent reacts to infernal or lower-planar nature, not ordinary cruelty, anger, corruption, or bad reputation. A wicked mortal does not qualify simply because they behave monstrously.

If used on the wrong creature, the body rejects it. The result is sickness, fever, vomiting, blackened sweat, shaking hands, or spiritual nausea. This should not usually be lethal, but it should be unpleasant enough that careless use has consequences.

The residue can create trouble after the immediate effect ends. Dogs may recoil from the scent. Temple guardians may recognise the stain. Fiends may identify the gore as stolen, ritually significant, or taken from a known servant. In some courts, possession of fiendgore unguent may be treated as evidence of diabolism, forbidden alchemy, or traffic with hostile powers.

Craft, Trade, and Availability

Fiendgore unguent is not sold openly by respectable apothecaries. It belongs to infernal alchemists, tiefling enclaves, corrupt war-priests, demon-binders, assassin guilds, and black-market dealers in planar reagents.

The difficult ingredient is not the base salve. It is the fiendish gore. This may come from a slain lesser fiend, a preserved outsider corpse, a battlefield where fiends bled into the earth, a cult reliquary, or a summoned creature whose remains were harvested before they dissolved.

In lawful cities, trade in fiendgore unguent is likely restricted or illegal. In infernal courts, it may be taxed, branded, blessed, or marked by ownership. A jar of the stuff can be evidence, currency, medicine, insult, or oath-token depending on who recognises it.

Adventure and Worldbuilding Hooks

The Wounded Herald: A tiefling emissary arrives at the city gate already bleeding and freshly anointed with fiendgore unguent. He demands surrender before sunset. The threat may be genuine, but the wound, the salve, and the witnesses have all been arranged for maximum fear.

The Jar in the Shrine: A sealed pot of fiendgore unguent is found hidden in a noble family’s private shrine after a murder. No known tiefling serves the household, which means someone is hiding their bloodline, sheltering an outsider, or framing the family with forbidden alchemy.

Gore Debt: A fiend recognises the unguent’s source as its own spilled blood and claims that anyone using it has accepted a debt. The claim may be infernal law, a lie, or the beginning of a bargain the party cannot easily refuse.

Source and Rules Context

Fiendgore unguent appears in Pathfinder Roleplaying Game: Advanced Race Guide as an alchemical item associated with tieflings and evil outsiders. The original version empowers a wounded tiefling or evil outsider for 1 minute, granting a bonus to Intimidate checks and increasing the saving throw DCs of fear spells, while sickening unsuitable creatures instead. The item is listed on Archives of Nethys here: Fiendgore Unguent.

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