Zarnath Venom is a potent and highly illegal toxin extracted from the rare Zarnath spider, a creature believed by the nomads of the Khein Dynasty to be a gift from a dark djinn. The venom is notorious for its resistance to magical remedies, making it particularly feared and sought after by those in the black market. The only known counter to its effects is the application of holy water, lending credence to the folklore of its supernatural origins. The venom is a thick, purple liquid that induces intense pain and eventual paralysis in its victims.

Due to its rarity, potency, and resistance to magical remedies, a vial of Zarnath Venom can fetch between 500 to 1000 gold pieces on the black market, depending on availability and demand.

The Zarnath spider is a creature of legend among the desert nomads of the Khein Dynasty. Said to be the spawn of a dark djinn, these spiders are incredibly rare and difficult to locate. Those who claim to have encountered them describe a sinister presence and an unnatural stillness in their vicinity. The venom has been banned in the Khein Dynasty due to its dangerous properties and the difficulty in treating its effects, but this has only increased its value and allure among those who deal in illicit substances.

Special Features:

  • Method of Application: The venom can be applied to weapons or introduced into food and drink:

    • Weapon Coating: When applied to blades or arrows, causing additional poison damage and paralysis on a successful hit.
    • Ingestion: When introduced into food or drink, causing slow, agonizing symptoms culminating in paralysis.
  • Effects of the Venom:

    • Weapon Coating: When applied to a weapon, the venom lasts for 1 hour and has the following effects:
      • On a hit, the target must make a DC 18 Constitution saving throw or take an additional 4d6 poison damage and become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralysis on itself on a success.
    • Ingestion: When ingested, the target must make a DC 18 Constitution saving throw or suffer the following effects over the course of an hour:
      • After 10 minutes: Intense pain, causing disadvantage on all attack rolls and ability checks.
      • After 30 minutes: Nausea and vomiting, reducing the target's speed by half.
      • After 60 minutes: Paralysis for 1 hour. The paralyzed target can attempt a DC 18 Constitution saving throw at the end of each hour, ending the paralysis on itself on a success.
  • Curing the Venom:

    • Holy Water: Applying holy water to the wound or ingesting it can neutralize the venom's effects. A dose of holy water must be administered, and the target must make a DC 15 Constitution saving throw. On a success, the effects of the venom are neutralized.
    • Magical Healing: The venom is resistant to magical remedies. Spells such as Lesser Restoration or Greater Restoration have no effect on the venom.