Target creature must make a DC 17 CON Save or be stunned for 1 round. When they come to, they will forget the last 10 minutes, replacing the memories with anything they are told while stunned.
Administering additional doses while they are stunned extends the stun to 1 minute, and will increase their forgetfulness to 1 hour, then 8 hours, then 24 hours, then a full week.
However, the creature must make a DC 10 INT Save after each additional dose or suffer the effects of Feeblemind.
As an action, drink half of this potion. You will then be able to read the thoughts of any other creature that also drinks from this vial (or has it otherwise applied) within 1 minute, for 1 hour or until this potion ends.
You initially learn the surface thoughts of the creature, but as an action, you can attempt to probe deeper into the creature's mind, forcing it to make a DC 17 WIS save. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends.
If their intitial WIS save beat at least a DC 12, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check, ending the spell on success.
A creature subjected to this poison must roll against three consecutive 17Constitution Saves.
Failing the first one inflicts 78 (12d12) Poison Damage.
This save must be repeated at the start of the creature's next turn.
Failing the second one inflicts the Paralyzed Condition for 8 hours.
Failing the third one inflicts the Silenced Condition for 8 hours.
Failing any save by 4 or more inflicts the Poisoned condition for 16 hours.
Failing any save by 8 or more adds a level of exhaustion prior to making any other saves.
If the user fails a saving throw, it can choose to use a reaction and succeed instead.
The user may use this feature up to three times before the end of their next long rest.
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 21 CON Save, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 22 CON Save, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.