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Appendix P: Poisons

The greatest peril in fantasy literature is poison: the spider’s bite, adder’s prick, or scorpion’s sting, often rendered more fearful by demonic influence or alchemical extraction. Dangerous poisons should be a realistically fatal danger in your game—a brush with poison should frequently result in permanent debilitation or death.

 

Here are some poisons that can be introduced into your game by wizards, priests, cultists, and assassins. A single dose of the most mundane poison costs a minimum of 100 gold pieces; the more exotic varieties may fetch 1,000 gp or more per use.

 

In prior editions of the game, poisons have had various effects: generally damage, sleep, paralysis, death, or ability score loss. The poisons below follow this general model. However, we encourage the judge to expand the notion of “exotic monstrous poison damage” beyond tradition. Leave the players guessing—and afraid! Consider creating your own poisons that reduce Luck, spell checks, armor class, saving throws, languages known, and other aspects of character creation. Poisons of supernatural origin could rightfully have that ability. Imagine a poison from the plane of air that turned a character permanently incorporeal or one from the pits of hell that made a character especially vulnerable to weapons of steel…

Poison Delivery Fort Save Damage on Successful Save Damage on Failed Save Recovery
Adder Wound DC 22 1d3 Stamina (temporary) 2d4 Stamina (permanent) Normal healing on successful save
Asp Wound DC 20 1d3 Agility (temporary) 1d6 Agility (temporary) Normal healing
Black lotus Touch DC 24 1d3 Intelligence (temporary until healed) 1d6 Intelligence (permanent) Cannot be healed via normal means; only healed via magic.
Black widow Wound DC 14 1 Strength (temporary) 1d4 Strength (permanent) Normal healing on successful save
Centipede, giant Wound DC 13 - Memory loss (complete amnesia; permanent) Does not heal
Cobra Wound DC 18 - Blindness (permanent if blinded, second save or automatic death Can be healed only via magic
Jellyfish Touch DC 16 1d4 hp 1d4 Agility (temporary) Normal healing
Manticore sting Wound DC 16 1 Stamina (temporary) 1d6 Stamina (permanent) Normal healing on successful save
Medusa venom Touch DC 16 1d4 hp Paralysis (permanent) Does not heal naturally
Mummy rot Touch DC 12 - 1 Stamina per day ongoing (permanent) Does not heal naturally; can only be healed via magic
Ooze, toxic Touch DC 10 Paralysis (1d4 days) Paralysis (permanent) Does not heal
Scorpion Wound DC 16 - 1d4 Stamina (temporary) Normal healing
Tarantula Wound DC 12 1d4 hp 3d4 hp + 1 Strength Normal healing
Viper Wound DC 16 1d3 Stamina Death Normal healing
Wasp, giant Wound DC 15 1d6 hp 3d6 hp Normal healing
(Giant)* +2 - +1 -
(Demonic)** +4 - +2 Can be healed only via magical means

* A giant serpent, spider, or scorpion should have this modifier applied for every 2x multiplier of size. For example, a scorpion that is 4x normal size would have this modifier applied twice; if 8x normal size, this modifier would be applied three times.

** An infernal version of a creature should have this modifier due to its supernatural origin.


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