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kalikorz
2018-07-17, 10:03 PM
Hi Folks, wanted to put together a list of all the poisons listed in the books including those that can be harvested from critters. So if a critter has poison it counts.

Poison List:
o Assassin's Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
o Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
o Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Drow Poison (Injury). This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
o Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
o Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
o Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
o Oil ofTaggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
o Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
o Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
o Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
o Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
o Truth Serum (Ingested). A creature subjected to thi poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
o Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
o Bonecarver’s Poison: Ingested, DC 15 Constitution saving throw. Faihjre means the character takes 13 (3d8) poison damage and becomes unconscious for 8 hours. On a successful save, the character takes 9 (2d8) poison damage (ROT 29)
o Neronvain’s Poison: Injury, DC 16 Constitution saving throw. On a success, the affected area (usually the hand struck by
o the needle) becomes numb in 30 minutes, then becomes transparent 1 hour later. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. If the saving throw is failed, the effect progresses as above but the victim takes 54 (12d8) poison damage.(ROT 53)
o Drakeswort Steam Poison: Inhalation, DC 13 Constitution saving throw against poison at the start of each of their turns. On a failed save, a creature takes 14 (4d6) poison damage, or half damage on a successful save. Three successful saving throws in a row confer immunity to the poison. Drakeswort Smoke is a 2d6 poison(ROT 68)
o Potion of Poison: Ingested, 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
o Coatl Poison: Injury, DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
o Yochlol Poison: Injury, DC14 Con Save or 6d6 poison damage. Incapacitated for 1 until start of next turn. Save for half and no incap.
o Vrock Spores: Inhalation, DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
o Quasit Poison: Injury, DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Bearded Devil: Injury, DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Bone Devil Poison: Injury, DC 14 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Hell Poison: Inury,DC 14 Distilled from Hellish weapons. (erineyes etc.) 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic
o Imp Poison: DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
o Pit Fiend Poison: DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Green Dragon:Contact –
o -Tiamat’s Green Head: DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
o -Ancient: DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
o -Adult: DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
o -Young: DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
o -Wyrmling: DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
o Gas Spore Poison: DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 +the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
o Grell Poison: Contact, DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
o Homonculus Poison: Injury, DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
o Kraken Poison: Contact, DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one
o Myconid Poisons: Inhalation-
o -Hallucination: DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o -Pacifying: DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
o -Rapport: Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
o Spirit Naga Poison: Injury, DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
o Guardian Naga Poison: Injury, DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
o PsuedoDragon Toxin: Injury, DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
o Sprite Brewed Poison: Injury, DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake
o Thri-Keen Poison: Injury, DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
o Giant Centipede Poison: Injury, DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
o Giant Scorpion Venom: Injury, DC 12 Constitution saving throw, taking 22 (4d10) poison · damage on a failed save, or half as much damage on a successful one.
o Giant Spider Poison: Injury, DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
o Giant Wasp Poison: Injury, DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way
o Phase Spider Poison: Injury, DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
o Potion of Poison: Ingested, 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
o Shoosuva Poison: Inury, DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Neogi Poison: Injury, (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Yurtrus Corruption poison: Contact, DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points.
o Tlincalli poison: Contact, (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Vegepygmy Spores: Inhalation, DC 12 Constitution saving throw or be poisoned. While poisoned i-n this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
o Yuan-Ti Broodguard Brew: Ingested, a special potion that immediately renders a humanoid incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and isn’t other· wise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.
o Timmask Spores: Inhaled, DC- 14 Constitution saving throw or be poisoned. While poisoned in this way, the creature is under the effect of a confusion spell with a duration of 1 minute. When the spell effect ends, the poisoned condition also ends.
o Hallucinogenic Gardens: Inhaled, DC 10 Constitution saving throw. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature is also charmed by every creature that owns the garden. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If any saving throw after the initial one fails by 5 or more, the creature falls unconscious and remains so until it takes damage or until it succeeds on a saving throw against this effect.
o Generic Drugged Wine/Food: Ingested, DC 15 Constitution saving throw or be poisoned for 1 hour or until they drink 2 quarts of water.
o Dreaming tincture: Ingested, Any character that drinks a dose of the tincture must succeed on a DC 15 Constitution saving throw. Characters who are immune to the poisoned condition succeed automatically. On a failed save, the character begins to experience illusory sights, sounds, smells, and sensations that seem real. Casting a lesser restoration spell or similar magic on the character ends the effect, which otherwise lasts for ld4 + 4 hours.
o Kubazan’s Poisonous Gas: Inhalation, DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don't need to breathe. (TOA 97)
o Extract of yuan-ti snake venom: Contact: DC 16 dexterity save takes 5 (ldlO) poison damage, and is blinded. The blindness is permanent but can be cured with a lesser restoration spell or similar magic.
o Xopal’s Snake Poison Cocktail: Injury, DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. In addition, the creature is poisoned for 1 hour whether or not its save succeeds.
o Concentrated Poison Gas: Inhaled, DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save. Creatures are affected even if they hold their breath or don't need to breathe.
o Tomb of Annihilation Dart poison: Injury, DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one
o Soporific Gas: Injury, a DC 15 Constitution saving throw or fall unconscious. An unconscious creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success.
o GREEN Gas: Inhaled, Magical, It transforms the dead vegetation in the area into three shambling mounds and It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn in a gas-filled area must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. A creature is affected even if it holds its breath or doesn't need to breathe.
o Dancing Monkey Fruit: Ingested, Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be poisoned are immune to this magical effect. The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage. the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour.
o Zabou: Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
o Kamadan Venom: Injury, DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
o Orange Blossom of the Tri-Flower: Contact, DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. Yellow

Kadesh
2018-07-18, 06:34 AM
You're probably going to want to put some formatting into this badboy

JackPhoenix
2018-07-18, 08:56 AM
Mentioning the sources would be nice too.

Davrix
2018-07-18, 10:14 AM
This is something I've been after awhile but I agree

A bit of formatting and listing the sources.... possibly even the page numbers would be VERY helpful :)

And or any gold values associated with them.

Demonslayer666
2018-07-18, 10:25 AM
Well done.

It looks like you did have it formatted, it just didn't translate when posted.

2D6GREATAXE
2018-07-18, 10:41 AM
Love this thread.

Very interesting, will be keeping it in mind when I play my Rogue.

Unoriginal
2018-07-18, 12:19 PM
Poison List:

Here, I edited it in alphabetical order and with a bit more consistency in the presentation.


Assassin's Blood (Ingested):
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.


Bearded Devil's Poison (Injury):
DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bone Devil Poison (Injury):
DC 14 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonecarver’s Poison(Ingested):
DC 15 Constitution saving throw. Faihjre means the character takes 13 (3d8) poison damage and becomes unconscious for 8 hours. On a successful save, the character takes 9 (2d8) poison damage (ROT 29)

Burnt Othur Fumes (Inhaled):
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.


Carrion Crawler Mucus (Contact):
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Centipede, Giant Poison (Injury):
DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Coatl Poison (Injury):
DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Corruption Poison, Yurtru's (Contact):
DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points


Dancing Monkey Fruit (Ingested):
Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be poisoned are immune to this magical effect. The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage. the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour.

Dart poison (Tomb of Annihilation) (Injury):
DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one

Drakeswort Steam Poison (Inhalation):
DC 13 Constitution saving throw against poison at the start of each of their turns. On a failed save, a creature takes 14 (4d6) poison damage, or half damage on a successful save. Three successful saving throws in a row confer immunity to the poison. Drakeswort Smoke is a 2d6 poison(ROT 68)

Dreaming Tincture (Ingested):
Any character that drinks a dose of the tincture must succeed on a DC 15 Constitution saving throw. Characters who are immune to the poisoned condition succeed automatically. On a failed save, the character begins to experience illusory sights, sounds, smells, and sensations that seem real. Casting a lesser restoration spell or similar magic on the character ends the effect, which otherwise lasts for ld4 + 4 hours.

Drow Poison (Injury):
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Drugged Wine/Food, Generic (Ingested):
DC 15 Constitution saving throw or be poisoned for 1 hour or until they drink 2 quarts of water.


Essence of Ether (Inhaled):
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Gas Spore Poison (Inhalation):
DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 +the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Grell Poison (Contact):
DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Green Dragon's Poison (Contact):
-Tiamat’s Green Head: DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
-Ancient: DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
-Adult: DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
-Young: DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
-Wyrmling: DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

GREEN Gas (Inhaled):
Magical, It transforms the dead vegetation in the area into three shambling mounds and It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn in a gas-filled area must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. A creature is affected even if it holds its breath or doesn't need to breathe.

Guardian Naga Poison (Injury):
DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Hallucinogenic Gardens (Inhaled):
DC 10 Constitution saving throw. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature is also charmed by every creature that owns the garden. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If any saving throw after the initial one fails by 5 or more, the creature falls unconscious and remains so until it takes damage or until it succeeds on a saving throw against this effect.

Hell Poison (Injury):
DC 14 Distilled from Hellish weapons. (erinyes etc.) 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic

Homonculus Poison (Injury):
DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.


Imp Poison (Injury):
DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Kamadan Venom (Injury):
DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Kraken Poison (Contact):
DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one

Malice (Inhaled):
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Midnight Tears (Ingested):
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Myconid Poisons (Inhalation):
-Hallucination: DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-Pacifying: DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
-Rapport: Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.


Neogi Poison (Injury):
(4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Neronvain’s Poison (Injury):
DC 16 Constitution saving throw. On a success, the affected area (usually the hand struck by the needle) becomes numb in 30 minutes, then becomes transparent 1 hour later. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. If the saving throw is failed, the effect progresses as above but the victim takes 54 (12d8) poison damage.(ROT 53)

Oil of Taggit (Contact):
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Orange Blossom of the Tri-Flower (Contact):
DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.

Pale Tincture (Ingested):
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Pit Fiend Poison (Injury):
DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Gas, Concentrated (Inhaled):
DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save. Creatures are affected even if they hold their breath or don't need to breathe.

Poisonous Gas, Kubazan’s (Inhalation):
DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don't need to breathe. (TOA 97)

Potion of Poison (Ingested):
3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

PseudoDragon Toxin (Injury):
DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Purple Worm Poison (Injury):
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Quasit Poison (Injury):
DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scorpion, Giant Venom (Injury):
DC 12 Constitution saving throw, taking 22 (4d10) poison · damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury):
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Shoosuva Poison (Injury):
DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Snake Poison Cocktail, Xopal’s (Injury):
DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. In addition, the creature is poisoned for 1 hour whether or not its save succeeds.

Soporific Gas (Injury):
a DC 15 Constitution saving throw or fall unconscious. An unconscious creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success.

Spider, Giant Poison (Injury):
DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spider, Phase Poison (Injury):
DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spirit Naga Poison (Injury):
DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Sprite Brewed Poison (Injury)
DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake


Thri-Keen Poison (Injury):
DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Timmask Spores (Inhaled):
DC 14 Constitution saving throw or be poisoned. While poisoned in this way, the creature is under the effect of a confusion spell with a duration of 1 minute. When the spell effect ends, the poisoned condition also ends.

Tlincalli Poison (Contact):
(4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Torpor (Ingested):
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Truth Serum (Ingested):
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.


Vegepygmy Spores (Inhalation):
DC 12 Constitution saving throw or be poisoned. While poisoned i-n this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vrock Spores (Inhalation):
DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Wasp, Giant Poison (Injury):
DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way

Wyvern Poison (Injury):
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Yochlol Poison (Injury):
DC14 Con Save or 6d6 poison damage. Incapacitated for 1 until start of next turn. Save for half and no incap.

Yuan-Ti Broodguard Brew (Ingested):
a special potion that immediately renders a humanoid incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and isn’t other· wise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.

Yuan-ti Snake Venom, Extract of (Contact):
DC 16 dexterity save takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be cured with a lesser restoration spell or similar magic.


Zabou (Inhalation):
Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

ATHATH
2018-07-18, 03:02 PM
Nice!

I forget, what are the rules for milking poison out of familiars and such? Does the poison extracted from a summoned creature disappear when the creature dies?

Trask
2018-07-18, 03:09 PM
Nice!

I forget, what are the rules for milking poison out of familiars and such? Does the poison extracted from a summoned creature disappear when the creature dies?

I think I remember reading that it is a DC 20 nature check to extract poison from a creature or proficiency in a poisoners kit.