Barbs of Nakal

Weapon (Dart), uncommon

Craftsmen design these small darts for blowguns and assassins place great store by them. With careful management and hard work, a skilled assassin or weapons smith can extract the barb from the tail of a nakal dragon and keep a residue of the creature’s venom in each barb. When shot, the barb acts as a dart. A successful strike immediately injects the venom into the target’s skin. It paralyzes the tissue around the wound (not more than an inch in diameter). This paralysis numbs the immediate effect of the wound so that many targets don’t know they have been hit. The target must make a successful intelligence save (DC 13) to realize they have been hit. At the start of their next turn, the victim must make a Constitution save (DC 13) or suffer the poisoned condition. Victims who fail their save immediately cease all actions that would constitute resistance. Once inflicted with the poisoned condition, on each subsequent turn the target must make another Constitution save (DC 14). On a failed save, the target is paralyzed for 1d6 hours with no further saves allowed. If the target makes three consecutive saves, they shake off the poison and the poisoned condition. Once used, the poison is used up and the barb is nothing but a normal dart.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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