1. Objects

Shesha's Venom (Injury)

This poison is a concoction of various ingredients that are, each, considered among the most dangerous and potent poisonous herbs. Each combines and enhances each other in the brewing of this poison.

A creature subjected to this poison must make a DC 19 Constitution Save. On a failure, the target takes 9d6 poison damage, becomes vulnerable to necrotic damage, and must make a roll on the Corruption Table. For the next minute, the creature also takes an additional 2d6 poison damage every turn, must make a DC 13 Concentration check anytime they attempt to cast any spell, and any healing bestowed upon this creature only restores half as many hit points.

On a success, the target takes half as much damage and suffers no other effect.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

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Poison Crafting

This poison is a unique craft, and all of its ingredients are required. Any variation in the ingredients creates a different and definitely weaker poison thus making it a poison that is not Shesha's Venom.

All of the ingredients are considered rare, and to make the ingredients for this poison would take considerable time in itself. The ingredients are as follows:

  1. Jarrin Root
  2. Black Amanita
  3. Shroud Polypore
  4. Azure Nirnroot

Between these ingredients, there is the combination of outright damage to one's well-being, while also causing lingering effects on the target's ability to recover from such injury, weakening them to further harm, and inducing some small limitation to the target's magical capability.