Poisons - Very-rare
Deathsleep
Use: ActionType: Ingested
A creature that ingests this poison must succeed at DC 19 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious and appears to be dead. Only succeeding a DC 20 Medicine check can determine otherwise.
Essence of Rage
Use: ActionType: Ingested, Injury
A brown potion with the consistency of mud, it turns into a clear, violently red potion when agitated with more than the lightest touch. Injesting the poison provides the Rage ability of the Barbarian class for 1 minute. The user can coat one slashing or piercing weapon or 1 piece of ammunition in the poison for one use. Applying the poison takes an action. Once applied, the poison retains potency for 1 minute before drying. When directly brought in contact with the blood of a creature through injury or injection, it forces the target to make a DC 16 Constitution throw. On a successful save, the target gets the Rage ability of the Barbarian class for 1 minute. On a failed save, the target is forced into the Rage ability of the Barbarian class for 1 minute and forced to attack the closest target with melee attacks. Starting on the 2nd turn after the potion is applied, the target can make another Constitution saving throw. On a success, all effects end. This potion has no effect on constructs or the undead.
Midnight Tears
Use: ActionType: 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. On a failed save, the target dies if it has less then 100 hit points. If the target is immune to poison damage, this effect does nothing. In addition, the target takes 10d6 poison damage if they survive.
Water of Death
Use: Bonus ActionType: Injury, Ingestion
This liquid looks, smells and tastes like water. Even the majority of alchemic and magical tests on this liquid cannot distinguish it from water. Only the spell Identify cast as a level 7 or higher or detailed alchemic test will reveal that this liquid is actually one of the deadliest poisons in existence. The user can coat one slashing or piercing weapon or 1 piece of ammunition in the poison for one use. Once applied, the poison retains potency for 1 minute before drying. Injection or injestion of this poison causes the target to suffer blindness and deafness for 48 hours, reduces their hit point maxium by 2d12, and forces them to make a DC 20 Constitution saving throw. On a failed save, the target becomes incapacitated by pain for 24 hours, and receives 7d10 poison damage after 12 hours. On a successful save, the target suffers no additional effects. The lost maximum hit points can only be restored by healing after ingesting a Potion of Vitality or by a Greater Restoration or a Regenerate spell cast at level 8 or higher.
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