Poison Name | Type | Price |
---|---|---|
Assassin's Blood | Ingested | 75 gp |
Assassin Bug | Injury | 90 gp |
Bleached Inix Slumber | Ingested | 650 gp |
Blight | Injury | 90 gp |
Burnt Othur Fumes | Inhaled | 250 gp |
Cactus Venom | Injury | 200 gp |
Essence of Ether | Inhaled | 300 gp |
Gaj Poison Gas | Inhaled | 1200 gp |
Gold Scorpion | Injury | 120 gp |
Hypnotic Brew | Inhaled | 30 gp |
Id Fiend Essence | Contact | 375 gp |
Kivit Musk | Ingested | 90 gp |
Malice | Inhaled | 250 gp |
Mastyrial Poison | Injury | 1200 gp |
Midnight Tears | Ingested | 1500 gp |
Mulworm | Contact | 120 gp |
Oil of Taggit | Contact | 400 gp |
Pale Tincture | Ingested | 250 gp |
Purple Grass Extract | Ingested | 500 gp |
Serpent Venom | Injury | 100 gp |
T'chowb Ichor | Contact | 250 gp |
Torpor | Ingested | 600 gp |
Truth Serum | Ingested | 150 gp |
Descriptions
- Assassin’s Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
- Assassin bug: The poison of the male assassin bug causes a flesh-numbing sensation that ends with a stiffness of the victim’s limbs. The target must make a DC 10 Constitution saving throw or have disadvantage to all Dexterity-based saving throws and checks for 1 minute.
- Bleached inix slumber: Made from mixing sun bleached inix bone and epserweed sap, this poison is typically mixed with spiced wine. This poison is typically used by bards and templars as a preliminary attack before ambushing rival noble houses, templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast arcane spells for 1 minute. Those who fail the saving throw by 5 or more are also unconscious and may be awakened by taking damage or if another creature uses an action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast arcane spells again.
- Blight: This poison made from undead extract disrupts the central nervous system’s ability to communicate between the brain and the muscles, thereby causing paralysis. A target must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. The poisoned creature can attempt a saving throw at the end of each of its turns to end the effect.
- Burnt othur fumes: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
- Cactus venom: When correctly harvested and refined, the venom contained in the tiny sac at the base of a hunting cactus’ spine can be made into a fast-acting paralytic agent, disrupting the victim’s central nervous system. The target must make a DC 14 Constitution save or be poisoned for 1 minute. The poisoned creature is also paralyzed. The target can repeat the saving throw at the end of each of its turns to end the effect.
- Essence of ether: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
- Gaj poison gas: This noxious gas clogs the victims breathing conduits, making it difficult to breathe as well as causing nausea and blurred vision. Additionally, a painful tingling of the skin occurs where the gas touches exposed flesh. A creature must make a DC 16 Constitution saving throw or take 14 (4d6) poison damage and have disadvantage on all attacks, saving throws, and ability checks for 1 minute on a failed save, or half as much damage on a successful one.
- Gold scorpion: The poison of the gold scorpion is extremely potent for its tiny size, causing muscle spasms and loss of strength more commonly associated with much larger poisonous creatures. The target must make a DC 12 Constitution saving throw or take 13 (2d12) poison damage, or half as much damage on a successful one.
- Hypnotic brew: This is a tasteless, odorless mixture of herbs commonly peddled in Bard’s Quarters. It is typically used by bards and mindbender to “soften up” a target before attempting to manipulate or manifest a power. The target must make a DC 15 Constitution saving throw or suffer a 1d4 penalty modifier to saving throws against psionic effects for 1 minute.
- Id fiend essence: A combination of an id fiend’s blood and cranial fluid can be reduced through a slow boil into a pinkish fluid that, when absorbed by a targets’ skin, causes frightful visual hallucinations. If left unchecked, these hallucinations can send the victim into blind panic, fleeing from the unseen assailants that harass and threaten him. A creature subject to this poison must succeed on a DC 14 Constitution save or be frightened for 1 minute. The creature can attempt a save at the end of each of its turns to end the effect.
- Kivit musk: When ingested, the refined extract from a kivit’s musk gland causes constant stomach pain accompanied by sporadic vomiting and diarrhea, the effects sometimes lasting for hours on end. The target must make a DC10 Constitution saving throw or be poisoned for 8 hours.
- Malice: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
- Mastyrial poison: The poison from a desert mastyrial causes internal hemorrhaging, resulting in painful splotchy bruises appearing all over the victim’s skin, body chills, and possible bleeding from bodily orifices. A target must make a DC 15 Constitution saving throw or take 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Midnight tears: 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 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
- Mulworm: Those who simply come into contact with mulworm poison suffer a severe rash; a far worse fate awaits those injured by the poison, which attacks the body’s immune system, causing a debilitating inability to defend itself from other infections. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or take (3) 1d6 poison damage and have disadvantage on saves against poison and disease. The poisoned creature must repeat the saving throw every 24 hours, taking (3) 1d6 poison damage on a failed save. Until this poison ends, the damage caused by the poison cannot be healed by any means. After one successful save, the effect ends.
- Oil of taggit: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
- Pale tincture: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
- Purple grass extract: Made from the purple grass that grows outside of Urik, this poison both damages the victim, and inebriates them. This poison is not commonly used, but herders and gatherers know to avoid it in the areas around Urik. Bards have recently been attempting to find uses for this poison, given the long period of intoxication that follows. Anyone ingesting the plant, which tastes like a delicious dry wine, has their teeth and lips stained purple for 1d8 days. A target must succeed on a DC 13 Constitution saving throw or take 22 (4d10) poison damage and be poisoned for 24 hours in an intoxicated condition. A target that makes the save takes (2) 1d4 points of poison damage.
- Serpent venom: This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- T’chowb ichor: The lymph nodes and enlarged sweat glands found in the hands of the t’chowb can be used to create a viscous contact poison that, like the touch of the creature itself, drains the victim of his wits. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or have his Intelligence reduced by (2) 1d4 points. The poisoned creature must repeat the saving throw every 24 hours and have his Intelligence reduced by (2) 1d4 points on a failed save. Until this poison ends, the reduction cannot be healed by any means. A creature whose Intelligence reaches 0 dies. After one successful save, the effect ends and the points are fully restored after a long rest.
- Torpor: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
- Truth serum: A creature subjected to the poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.