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Poisons


jokomaisu

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Poisons
While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists.

Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons.

Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.

Ether (Inhaled). You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or falls unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.

Gutspritzer Poison (Ingested). This mixture of arsenic and pork entrails is one of the most harmful and effective poisons found throughout the Kingdom. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 2d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 2d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally.

Poison. You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.

Basic: When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.

Advanced: When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.

Potent: When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.

Saint Napaniel’s Blessing (Inhaled). This powerful mixture was developed by Abbot Dormitory I of Saint Napaniel who wanted to cool down the spirits of the intruders and freeloaders that continually haunt his abbey. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. If the Constitution saving throw fails by 5 or more, the creature is also unconscious as long as it is poisoned in this way. The creature is restored to consciousness if it takes damage or if another creature uses an action to wake it up by shaking it.

Table: Poisons

Item Cost Weight
Curare (vial) 100 gp -
Ether (flask) 20 gp 1 lb
Gutspritzer Poison 180 gp -
Poison, basic (vial) 25 gp -
Poison, advanced (vial) 50 gp -
Poison, potent (vial) 100 gp -
Saint Napaniel’s Blessing (vial) 150 gp -


Edited by jokomaisu (see edit history)

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