Vypera Toxin is an ancient and perilous poison derived from the sting of the Vypera scorpion, a creature whose venomous sting has been feared throughout the Khein Dynasty for centuries. Originally used by assassins to incapacitate their targets with severe hallucinations and disorientation, the toxin has recently found its way into the illicit drug trade, offering users a dangerous and unpredictable high. When ingested, the toxin induces intense hallucinations and disorientation for a variable period, leaving the victim vulnerable and confused.

Due to its potency and dual use as both a weapon and a recreational drug, a dose of Vypera Toxin can fetch between 200 to 500 gold pieces on the black market, with higher prices in regions where it is more scarce or in demand.

The Vypera scorpion is a notorious creature native to the deserts of the Khein Dynasty. Its venom has been the subject of countless tales of terror and mystery, with many believing that those stung by the Vypera are cursed to wander the desert in a hallucinatory haze. Assassins have long valued the toxin for its ability to incapacitate targets without killing them outright, making it easier to extract information or leave a victim helpless. In recent years, the toxin has become popular in underground drug dens, where thrill-seekers chase the intense, albeit dangerous, hallucinations it induces. The unpredictable nature of these hallucinations has led to numerous accidents and injuries, adding to the toxin's infamy.

Special Features:

  • Method of Application: The toxin can be added to food or drink:

    • Ingestion: When ingested, the target must make a DC 18 Constitution saving throw or suffer severe hallucinations and disorientation for 1d6 hours. On a success, the target experiences milder symptoms but remains disoriented for 1 hour.
  • Effects of the Toxin:

    • Severe Hallucinations: The victim experiences vivid and often terrifying hallucinations, rendering them unable to distinguish reality from fantasy. During this time, the target has disadvantage on all attack rolls, ability checks, and saving throws.
    • Disorientation: The target becomes disoriented, losing their sense of direction and balance. Movement speed is halved, and the target must succeed on a DC 18 Wisdom saving throw at the start of each turn or fall prone.
    • Duration: The effects last for 1d6 hours, during which the target is effectively incapacitated, unable to take meaningful actions or communicate coherently.
  • Curing the Toxin:

    • Natural Recovery: The effects wear off naturally after the duration has elapsed, though the victim is left exhausted and may suffer lingering psychological effects.
    • Magical Healing: Spells such as Lesser Restoration or Greater Restoration can neutralize the toxin's effects, ending the hallucinations and disorientation immediately.