Brinestump Special
Invented as part of a series of dares between feuding goblin camps, this noxious brew is fermented from a slurry of swamp flora. The potent intoxicant is popular among
Goblinoids (who are immune to its nauseating effect), but all other races that partake of this frothy drink are wracked with nausea.
Burnt Othur Fumes
Victims cannot recover past the Weakened stage of the
Constitution track unless cured by a
Heal or
Restoration spell, or equivalent.
Chelish Deathapple
This poison is culled from specially bred thornapples, and is often administered on the skin of an apple itself. It is typically employed to fake the deaths of dissidents so their disappearances don’t attract attention. Creatures in the deathlike trance this poison causes are
Unconscious and can’t be woken by mundane means; a successful DC 25
Heal check is required to realize the victim is alive. The victim can be
Shaken from this trance with any magical healing (including
Restoration, Lesser, as appropriate).
Cloudthorn Venom
This potent neurotoxin is created by the cloudthorn plant, a wild bramble whose thorns deliver a poison that numbs its victims to pain, allowing the plant to feast on the blood that flows from the wounds to the ground below. The plant’s name comes from the weightless, airy feeling that victims of the poison experience, which some liken to the notion of walking on clouds.
Creatures afflicted by this poison feel no pain, and are immune to pain-related effects. They also struggle to recognize injuries caused to them. A player character affected by this poison should have their health tracked by the DM in secret, and must make a DC 10
Perception check as a free aciton or DC 15
Heal check as a
Standard Action to properly assess their condition. A successful
Perception check gives their general condition (Healthy above 75%, Injured above 50%, Bloodied above 25%, Gravely wounded below 25%), whereas a successful
Heal check gives their precise hit points.
A creature attacking the poisoned creature can attempt a
Sleight of Hand check opposed by the poisoned creature’s
Perception check in order to attempt to deliver the attack without the target being aware of it, as the creature feels no pain from the attack.
Cockatrice Spit
Rather than kill, a creature who reaches the dead state of Cockatrice Spit is
Petrified. Each day, a
Petrified victim can attempt a new DC 12
Fortitude Save to recover from the venom and become un-
Petrified, becoming Sluggish instead.
Confabulation Powder
If the victim is
Staggered,
Stunned, or
Unconscious (including from the initial effects of this poison), the victim becomes highly suggestible. If an event (whether true or false) is described to them, they unconsciously fabricate a detailed memory of the event, filling in any gaps in the description with their own best guesses. The confabulated memory can be disbelieved with a successful DC 18
Will Save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a
Restoration or
Heal spell.
Count Ambras's Punishment
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
Crone’s Curse
A blackish pollen produced by the night witch (a pale, vine-growing flower that blooms in the light of the moon and is hearty enough to survive very rugged and difficult environments), crone’s curse disorients those who inhale it and interferes with the body’s ability to regulate temperature. Merely walking through a field of night witch flowers is often sufficient enough to kick up a cloud of the nearly invisible black particles, which are a mere nuisance in temperate climates but can prove fatal to those exposed to them in deserts and tundra.
As long as a creature suffers from the effects of crone’s curse, the creature takes a –4 penalty on
Saving Throws to resist the effects of extreme temperatures. Additionally, the creature gains
Vulnerability to Cold and
Vulnerability to Fire during this time, taking half again as much (+50%) damage from these forms of damage.
Cyanide
This potent toxin is used by both
Drow and
Duergar to extract gold from ore and to eliminate political enemies. Cyanide poisoning usually manifests as bright red flushing of the skin, even more noticeable in pallid creatures like derros and
Duergar.
Each time a target fails a save against Cyanide poison, they roll an additional
Fortitude Save. If this save fails, they cannot recover past their current state on the
Constitution track unless cured by a
Heal or
Restoration spell, or equivalent.
Cyanide’s unique metal-extracting properties make it effective against elementals with the
Earth Subtype, despite their natural immunity to other poisons.
Targets who fail a save against Cytillesh Extract lose all memory of events that took place in the previous hour and can’t form new memories for 8 hours. These lost and prevented memories might return later in the form of dreams, and can be returned with a
Restoration or
Heal spell
Demon Nettle Sap
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
Diplopic Serum
Herbalists accidentally created diplopic serum while attempting to devise a treatment for cataracts. Derived from dew of lunary, this aromatic pink serum temporarily affects a creature’s vision systems, in addition to temporarily impairing its mental faculties.
A creature afflicted with Diplopic Serum has double vision, imposing a 50% miss chance on its attacks against all opponents. Blind creatures are unaffected by this additional effect.
Draughtcap Fungus
This yellow-brown mushroom is commonly found in deserts and other dry environments. Its spores absorb moisture at an incredible rate, wreaking havoc on the body of any creature foolish enough to consume it. Draughtcap fungus bears a close resemblance to a common edible mushroom, and a successful DC 20
Knowledge (nature) or
Survival check is required to differentiate the two.
As long as a creature is suffering from draughtcap fungus, its body is unable to process liquids, causing the creature to undergo the effects of dehydration no matter how much it drinks and preventing the creature from benefiting from
Potions, extracts, and other such items. After the failed initial save, the creature is treated as though it had gone 24 hours without water. Each failed save after the first counts for an additional hour without water (on top of actual time elapsed). The victim continues to suffer these effects until either the poison is cured or the victim saves to end its progression. The creature remains dehydrated until it can consume water as needed. See
Thirst for details about the effects of dehydration.
Dreaming Death
This green and violet gas lulls mortal creatures into a sleep filled with abominable nightmares and maddening half-truths. Creatures that fail their
Saving Throws against dreaming death immediately fall into a fitful slumber for 10 minutes. This toxic sleep affects creatures normally immune to magical sleep effects (such as elves), and victims can be woken from the sleep only by overcoming or being cured of the poison. Each failed save extends the duration of this magical sleep by 10 minutes.
Creatures awaken from these visions scarred and prone to self-harm. Victims must succeed at a
Will Save (DC = 14 + 2 for every 10 minutes spent sleeping) or begin cutting their own flesh with any available weapons. Affected creatures attempt to deliver a
Coup de Grace attack upon themselves every round. A victim can attempt a new
Will Save at the beginning of each round, with a cumulative +2 bonus for each round they successfully damaged themselves, to end this effect.
Drow Poison
A black, gummy, and heavy substance like molasses, this poison is typically made only by the
Drow, and only in a place far removed from sunlight. It must be stored with care, as prolonged exposure to direct sunlight will render the poison harmless.
Everwake Serum
Victims of this insidious concoction cannot voluntarily fall asleep (or their race's approximation of it). Spells such as
Sleep can still function as normal. While under this effect, the victim cannot gain the benefits of a long rest, and suffer fatigue and exhaustion as normal for not
Resting.
Fire Jackal Saliva
This poison burns the flesh near the point of injury as well as sickening the victim.
Flayleaf Spider Venom
Harvested from venomous spiders, this poison is an inexpensive but seldom-lethal means of debilitating an enemy.
Frightshade
This plant’s pollen contains a powerful hallucinogen that causes affected creatures to experience terribly realistic visions of death and destruction. The target is
Shaken while under this poison's effects, and for 1d4 rounds after (This is not a
Fear effect).
Fury Gas
Non-orcs are
Blinded for 1 minute.
Orcs rage for 1 minute, gaining a +2
Alchemical Bonus to
Strength and
Dexterity, a +1
Alchemical Bonus on Will saves, and a –2 penalty to AC. This poison’s effects are otherwise similar to a
Barbarian’s rage, except that affected
Orcs are unable to discern friend from foe—attacking the nearest creature each round—and they are not
Fatigued afterward
Gelidburn Oil
This greasy pale-blue liquid delivers a shocking sensation that is both freezing cold and searing hot. Gelidburn oil is popular among pickpockets looking to stab, snatch, and run.
Glass Urchin Venom
Glass urchin venom causes the senses to become clouded and creates vivid hallucinations and confusion in the victim’s mind.
Goblin’s Eye
These bright red seeds feature a single black dot each, giving them a superficial resemblance to an eye. The bright colors of the seeds make them attractive to certain animals, as well as those unfamiliar with wilderness lore. A character who succeeds at a DC 15
Knowledge (nature) or
Survival check identifies the seed as poisonous. In some places, the seeds are used as jewelry.
Goblinvine Oil
Extracted from the mashed leaves of the pernicious goblinvine, this irritant is favored by goblins and tricksters alike.
An afflicted creature can spend 1 minute washing the affected area to end the effects of Goblinvine Oil.
Gray Justice
Gray justice has found use as an apparent truth serum since it makes victims more susceptible to interrogation. Additionally, it causes side effects such as lethargy, confusion, and nausea.
Some administer it to prisoners before their execution to make them publicly admit their crimes. The grim truth of the poison is damning, however. Gray justice is no truth serum, but instead compels its victims to say whatever they think will please those around them. For one minute after each failed save, the victim answers any questions in the affirmative, agreeing to the best of their ability and even lying to confirm whatever they assume the questioner wants to hear. If questioned by multiple people, victims might contradict themeselves. If asked questions without an affirmative response or leading answer, the victim does not need to respond.
Grinding Joint Paste
This poisonous paste, made from dried
Cockatrice organs, causes extreme muscle stiffness and joint pain, with an unpleasant feeling of gravel grinding in the victim’s shoulders, hips, and knees.
As long as a creature is afflicteed by this poison, they find it physically painful to make wide motions with their limbs. Whenever the creature attacks with a two-handed weapon or moves more than 10 feet in a round (other than via travel that doesn’t require movement, such as by wagon, or teleportation), they take 2d6 points of damage.
Halo Mushroom Toxin
Extracted from mushrooms that grow commonly in caves and forests, this toxin is occasionally used as a recreational drug despite its dangerous side effects.
A creature that fails its initial
Saving Throws sees displaced auras of color and light around other creatures and objects. The creature treats all targets as if they had
Concealment, suffering a 20% miss chance on all attack rolls until the creature is cured or the poison has run its course.
Hazemind Concentrate
The subject’s mind goes fuzzy, shifting its attitudes toward all other creatures one step closer to indifferent and DCs to influence the subject with
Charisma,
Diplomacy,
Handle Animal, or
Intimidate checks increase by 4.
Hazemind Mist
Hazemind mist is an inhaled form of hazemind concentrate. It is somewhat weaker (DC 13 save vs. DC 16 for concentrate) but it lasts longer (10 rounds vs. 6 rounds). It otherwise functions as hazemind concentrate.
Hemlock
creatures reduced to 0
Dexterity by Hemlock poison
Suffocate. See
Suffocation for more details.
Hydrofluoric Acid
The wise
Alchemist takes careful precautions whenever handling hydrofluoric acid. This corrosive substance—an occasional byproduct of volcanic gases that is used for industrial purposes—dissolves bones and causes tissue damage when even a small amount contacts the skin. The acid dissolves the body of any victim who dies from hydrofluoric acid poisoning unless the acid is neutralized within 1 minute with a successful DC 20
Heal or
Craft (alchemy) check. Hydrofluoric acid must be stored in a magically reinforced container, as it dissolves mundane glass and corrodes metal over time.
Insanity Pill
This extremely rare and difficult-to-make poison comes from a special gland harvested from chaos beasts. When mixed with stabilizing reagents and chemicals, an odorless and flavorless poison is the end result. When ingested, the elixir induces temporary insanity that lasts for 1 minute. While the effect lasts, the creature suffers terrifying hallucinations of his own body melting away and transforming into a variety of hideous shapes. An affected creature is
Confused until cured or the poison runs its course.
Insecticide
Farmers protecting their crops and landlords maintaining their properties use insecticide to clear out pest infestations, but they must avoid the fumes of this dangerous gas. While it is formulated to exterminate
Vermin, the poison poses a danger to anyone. A single dose of insecticide immediately fills a 10-foot-by-10-foot area. It can be thrown at a range of 20 feet, and it dissipates after 1d6 rounds in a well-ventilated area. A moderate wind disperses the gas in 1 round.
Creatures with the
Vermin type take a -5 penalty to their saves against this poison, and are
Stunned for 1 round on each failed save.
Jackalroot Essence
The short and thorny jackalroot grows in desert climates, typically under the partial shade of ridges or boulders. It is identifiable by its pale green berries, which it bears twice per year. The roots of this hearty desert shrub contain a potent, incapacitating ichor often used by gnolls in religious ceremonies and when capturing slaves.
Victims who fail their saves against this poison suffer from uncontrollable laughter, as the
Hideous Laughter spell.
Juvebloom
Swindlers claim this green capsule restores the victim’s youth. After 1 day, anyone taking juvebloom sees the seemingly time-bending results in the mirror. However, the benefit is not only temporary but also potentially quite damaging. Particularly daring confidence artists mix this capsule into a solution, attempting to sell it as the much more valuable sun orchid elixir.
A creature who fails their save looks younger by as much as half their age for a duration of 1 day. The younger appearance is purely cosmetic and has no mechanical effect.
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
King's Sleep
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
Kiss of Barbatos
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
Leng’s Tears
Made from the distilled tears and sweat of denizens of Leng, this substance causes hallucinations and temporary paralysis. A creature that fails its initial saving throw is
Paralyzed and experiences terrifying hallucinations of wandering through an icy, windswept waste. The creature’s paralysis ends if it is cured or once the poison runs its course, though memories of the vivid hallucinations may haunt it for some time.
Leopard's Bane
Consuming the flowers of this plant weakens the walls of the imbiber’s veins, causing them to rupture. The target is afflicted with 1d4 points of bleed with each failed save. Blood (or an equivalent bodily fluid, if the imbiber does not have blood) flows from the target’s eyes, causing the subject to be
Blinded for the duration of the bleed effect. This bleeding can be stopped as normal (with a successful DC 15
Heal check or the application of any magical healing).
Victims cannot recover from the effects of this poison's track unless cured by a
Heal or
Restoration spell, or equivalent.
Liquid Leprosy
The target advances one stage on the poison track for each failed save, but rolls a percentile die to determine which poison track they advance on:
Liquid Persuasion
While affected by this poison, any time the victim’s attitude toward another creature would shift one or more steps toward helpful as a result of a successful
Diplomacy or
Intimidate check or other effect, the victim’s attitude also shifts one additional step. For example, if the victim’s attitude would shift from indifferent to friendly (one step better), it shifts to helpful instead (two steps better). This effect ends when the poison has run its course, or after a successful save against the poison (the additional change in attitude remains).
Lungsap Powder
This fine powder absorbs the oxygen from the lungs of any creature that breathes it in, causing the creature to gradually asphyxiate. The target has difficulty breathing and is
Staggered. If the target suffers the effect for 4 rounds, they fall
Unconscious for 1 minute at the end of the fourth round.
Lungtaker
Instead of
Dying, a character who's
Strength track progresses to
Dead by this poison begins to
Suffocate. A DC 17
Heal check or any amount of magical healing brings them back to the Immobile state.
Mage Bane
Mage bane comes from a dark crimson orchid. When dried and ground into a powder and mixed with striped toadstool, it creates a poison that makes it extremely difficult for a creature under its effects to perform any task requiring concentration.
Mindrust
Refined from a traditional concoction first employed by winter witches, mindrust—or “witch’s rust” as its northern creators know it—is a brownish, flaky concoction of condensed nightmare vapor, striped toadstools, and
Howler milk. The Order of the Rack has brought this poison south and uses it to get confessions from criminals, gain assistance in slipping into rebel holdouts, or make artists destroy their masterworks in a moment of weakness.
Any sentient creature that fails its Fortitude saving throw becomes skittish and susceptible to suggestion for 1 minute. These minutes are cumulative; each time the creature fails its save, its susceptibility to suggestion is extended by another minute. During that time, anyone can use the
Intimidate skill as if it were the
Diplomacy skill to make a request of the creature. Additionally, an affected creature takes a –4 penalty on
Saving Throws against spells from the
Compulsion sub-school while it is susceptible to suggestion. If this poison is neutralized, this susceptibility to suggestion also immediately ends.
Moonberries
These small berries are bluish-purple and resemble wild grapes. They are highly poisonous and are often mixed with food or crushed and smeared on a weapon or
Object.
Nerveblast
This iridescent dust clings to weapons. On a hit, nerveblast immediately begins destroying nerves, blocking the signals between the brain and the rest of the body. The disconcerting effect causes many victims to flee in panic.
The
Shaken condition progresses to more severe
Fear effects if the affected creature fails additional Fortitude
Saving Throws against the poison. These more severe effects have the same duration as the initial
Shaken effect.
Night’s-Eye Dust
This fine powder is extracted from the wings of night’s-eye moths. Creatures inhaling this poison become
Shaken and experience slowly building pressure behind the eyes, leading to blindness that persists until the creature is cured or the poison has run its course. A creature immune to
Fear cannot be
Shaken by the poison’s initial effect and receives a +4 bonus on its saving throw against the poison’s secondary effect.
Nymph’s Lure
Created from the concentrated pulp of a sweet-tasting fruit (a large, bright-red, ovular delicacy with a hard rind and watery interior), nymph’s lure is used for a variety of hunting purposes in remote tropical regions. It is used in a rite of passage in certain hunter-gatherer societies, where young men and women are given a dose of the poison and sent into the wild to hunt game and prove their worth, but it is also used as a punishment in some places, with the condemned being given several doses of the poison and then forced into the wild without any weapons or equipment.
As long as a creature is afflicted with nymph’s lure its sweat exudes powerful pheromones that might attract wild creatures. The DCs of
Perception and
Survival checks to locate or track the creature using
Scent are reduced by 10. Additionally, when rolling to determine whether the afflicted creature has a random encounter, roll twice and if either roll would result in a random encounter, one occurs.
Ossivane
Ossivane mimics the petrification capability of cockatrices, but the toxin relies on the victim’s heart pumping hard to spread the poison throughout the body as it stiffens limbs and locks joints.
After the initial save, the victim attempts an additional
Fortitude Save against the poison only during rounds in which they take a move, standard, or
Full-Round Action.
Rather than kill, a creature who reaches the dead state of Ossivane is
Petrified. Each day, a
Petrified victim can attempt a new DC 18
Fortitude Save to recover and become un-
Petrified, becoming Sluggish instead.
Pupil’s Friend
This mostly benign, malodorous mold induces temporary illness with no lasting effect, and it can be detected in food or drink with a DC 15
Perception check, unless the food is particularly pungent, in which case the
Perception DC increases by up to 5. Named for students wishing to convincingly feign illness, anyone can easily cultivate this mold in dark, moist spaces.
If a creature is affected by a second dose while already under the effects of this poison, they are instead
Nauseated for 1 minute
Ragespittle
This toxin is used to foment unrest by causing muscle tremors and aggression. Any creature that fails a
Fortitude Save against ragespittle is subjected to an uncontrollable rage. A rage-afflicted victim must succeed at a DC 17
Will Save each round or attack the nearest creature, whether friend or foe. Effects that suppress confusion or emotional conditions suppress ragespittle’s rage effect for their duration, but not the poison’s
Ability Damage. Effects that end confusion or emotional conditions suppress the urge for only 1d10 rounds while the poison remains in the victim’s system.
Rainbow Scarab Shell
This iridescent toxin is made from the crushed shells of a rare type of beetle.
A creature reduced to 0
Strength by the poison asphyxiates and immediately begins suffocating. Creatures that do not breathe are immune to this
Suffocation, but not the
Strength damage. See
Suffocation for more details.
Red Bedlam
Named for the scab-red mushrooms from which it is made, this potent hallucinogen is brewed by evil druids and witches in remote regions in order to enhance the savagery of their seasonal revels. Some use this poison to debilitate their victims for ritual sacrifice.
Scholarblight
Scholarblight is a preferred poison for those who target arcane spellcasters for assassination. It causes headaches and impairs a victim’s ability to form or recall memories through mild confusion and dysphoria. More drastically, victims who fail a saving throw against scholarblight lose their ability to read or write for 24 hours, as letters and symbols seem to twist, move, and reorient themselves. This prevents victims from using
Scrolls and
Spellbooks, but also protects an afflicted creature from any effect dependent on reading text, such as
Explosive Runes.
A creature that fails its save is distracted by persistent auditory hallucinations of dripping water and susurrous voices, gaining the
Staggered condition until it is cured or the poison has run its course. A creature that fails two consecutive
Saving Throws against this effect is also
Confused until cured or the poison has run its course; this confusion is a mind-affecting effect.
Shadow Essence
Victims cannot recover past the Weakened stage of the
Strength track unless cured by a
Heal or
Restoration spell, or equivalent.
Shamweed
This weed provides a +1
Alchemical Bonus to
Constitution on the initial failed save. This bonus increases by 1 each day, to a maximum of +6 (successive saves are not made during this first week). After one week, the bonus is lost, and the true poison sets in, advancing the victim's
Constitution Track as a Fatal poison with a daily save for another week.
Harvested by some tribes from the skin of colorful tree frogs, this potent poison is often used to coat arrows, darts, and other weapons. A creature that fails their save against this poison is
Staggered until cured or the poison has run its course. If the victim fails two saves consecutively, they are also
Confused for the same duration.
Slaver's Will
This saccharine extract is made by
Drow and
Duergar taskmasters to help keep recalcitrant slaves in line. The poison clouds the minds of those who consume it, impairing victims’ critical thinking and making them more suggestible.
The target rolls all
Saving Throws vs mind-affecting effects at disadvantage until their
Wisdom track is returned to healthy.
Smell of Fear
If the victim would become
Shaken while this poison is active, they become
Frightened instead.
Snap Will
The subject experiences difficulty maintaining focus and self-control. Snap will does not progress past the Impaired state on the
Wisdom track.
Spear Urchin Venom
Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea.
Spellscorch
Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its
Fortitude Save, for the next minute the target must make a
Concentration check with a DC equal to 10 +
Spell Level to cast a spell, and all other
Concentration checks to cast spells take a –5 penalty.
Starving Nettle
This peculiar nettle plant bears a singularly effective poison that protects it from being eaten: creatures pricked by the nettle’s thorns and affected by the poison are overcome with nausea at the mere idea of food, protecting the plant from being consumed. Farmers remain vigilant for signs of this fast-growing and hardy plant; it is difficult and dangerous to remove, so culling it is best done early, while the plant is still relatively small.
Each time the creature fails a save against the poison, for the following 24 hours it is overwhelmed with nausea whenever food is presented to it and is unable to bring itself to eat, no matter how hungry it becomes.
Styx Sap
This milky-white sap can be harvested from a rare jungle tree known as a “weeping maiden” in the local tongue. The tree’s branches end in long, vine-like tendrils that hang low to the ground and bear large, bitter-tasting red fruit. While the fruit is safe to eat, the sap of the tree carries powerful neurotoxins that cause short-term memory loss in those that consume it. In some cultures, styx sap is occasionally taken deliberately in order to allow one to forget unpleasant or tragic events.
Each time a creature fails its save, it loses its memories from the past 10 minutes, as though they had been erased by the spell
Modify Memory.
Sweetdream
Often employed by spies and saboteurs, sweetdream is a potent sedative with useful amnesia-causing side effects. The memory loss is a mind-affecting effect. Victims of sweetdream often experience pleasant, fanciful dreams when affected by the poison’s secondary effect, a fact that both inspired the poison its name and contributed to its medicinal use among those plagued by nightmares or insomnia. Unlike similar drugs, sweetdream is not habit-forming, and thus users have no risk of developing a physiological addiction to the inhaled powder. However, once a frequent user becomes accustomed to the poison’s effects, they often find themselves unable to sleep without it, leading some authorities to ban its willing use.
A creature that fails their initial save forgets the events of 1d4 rounds prior to exposure.
Third Eye
This poison is produced in the liver of a particular species of water-dwelling lizard and produces potent hallucinations. In some places, the lizards are raised as livestock specifically for the harvesting of the poison, which is then used for ritual ceremonies and recreational purposes. People in some cultures voluntarily dose themselves with this poison as a way to gain oracular insights into the world, but more often than not the revelations are nothing but subtle nightmares and lack true insight.
On each failed
Fortitude Save, the victim must also make a DC 17
Will Save or become
Confused for 1 round.
Tongue Twist
This viscous violet gel dulls the mind, impeding the ability to recall words. Thieves and assassins keep tongue twist on hand for dealing with troublesome spellcasters.
If a creature fails its save they lose the ability to speak one language at random from the languages they know for 1 minute. Additional failed saves cause the target to lose the ability to speak additional languages if the target has the ability to speak more than one language. Any creature that can no longer speak a language speaks only gibberish, which prevents casting spells with verbal components.
Ungol Dust
Victims cannot recover past the Weakened stage of the
Charisma track unless cured by a
Heal or
Restoration spell, or equivalent.
Vampire's Kiss
If the victim fails both saves, they take +1 damage from all bleeds for 1 minute.
Violet Venom
The putrefying essence of a
Violet Fungus must be harvested with great care from a living specimen and processed quickly before it loses potency. Numerous kinds of subterranean creatures harvest this toxin to help them in their hunts for food, and they coat their weapons in the poison to help defend their underground settlements.
Whisperwound
Until their
Constitution track is returned to healthy, the target finds it physically painful to speak above a soft whisper. Whenever the subject attempts to speak in a loud, clear voice—such as when casting a spell—they take 2d6 points of damage.
Widow’s Kiss
Developed by the spider-like
Jorogumos, widow’s kiss is distilled from the monsters’ natural venom and infused with minuscule spider eggs. Creatures injected with the toxin experience headaches and cold sweats, after which the eggs begin to hatch and infest the host’s bloodstream, slowly eating the body from within. If controlled or enticed, the swarm of spiders can take direct control of its host’s body, rendering hosts susceptible to effects that control or influence
Vermin, including a
Jorogumo’s spider empathy ability.
The effects of widow’s kiss can be removed a combination of
Remove Disease and
Neutralize Poison. If a creature is slain by the poison, a
Spider Swarm erupts from the body 1d6 rounds later.
Witch-Hunter’s Sword
This red fern has jagged, forward-pointing leaves and grows in small, close-packed groups. It is named for its popularity among witch hunters and inquisitors, and its leaves can be brewed into a tea that clouds the subject’s mind, interfering with the ability to cast spells while still leaving the subject lucid enough to be interrogated. The tea has a unique taste, which can be detected with a successful DC 20
Perception check. Attempts to disguise the taste require a
Profession (cook) check (or a
Wisdom check, for untrained characters) opposed by the drinker’s
Perception check. At the GM’s discretion, bonuses can be applied based on the ingredients used to mask the taste.
As long as this poison persists, the victim takes a –5 penalty on
Concentration checks. In addition, a creature suffering from witch-hunter’s sword poison must succeed at a
Concentration check (DC = 20 + double the spell’s level) to cast spells or use spell-like abilities.
Woundweal
This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries. All
Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25
Caster Level check to succeed.
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