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Poisons – Fat Goblin Games

A note about price: Even though it would seem that poisonous creatures may become a gold mine from harvesting their poisons, remember that these poisons often must be processed for preservation or efficacy. Doing so generally costs time for crafting, and requires that half the cost of each dose be spent towards this preparation. Additionally, selling poisons is usually frowned upon, hazardous, and can attract unwanted attention just as with magical items. Access to a guild that deals with poisons can generally facilitate such transactions.

Basilisk Breath (Inhaled)

This poison must be harvested from a special gland in the neck of a basilisk. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw, or become restrained. It must repeat the saving throw at the end of the next round. On a failure, it becomes petrified for 1d4 days. On a success, the creature is no longer restrained and the effect ends.

Cost: 750 gp

Bebelith Poison (Injury)

This poison must be harvested from recently slain bebelith and is extremely hard to preserve. Proving the efficacy of this poison to potential buyers is even harder. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or take 36 (8d8) poison damage and gains the poisoned condition.

The creature must repeat the saving throw at the end of every minute. With each successive failure, the poisoned condition persists, and the target takes an additional 13 (3d8) poison damage. After two successful saves, the poison ends.

Cost: 1,500 gp

Burning Angel Feather Fumes (Inhaled)

This poison is harvested from both good and evil outsiders, as demon fat is required to make the feathers burn. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw. On a failure, the creature takes 14 (4d6) poison damage. Additionally, the creature becomes hideous and has disadvantage on any charisma ability checks for 1d4 days. On a success, the creature suffers no damage, and the disfigurement lasts only 1d4 minutes.

Cost: 300 gp

Devil’s Eye (Injury)

This poison must be harvested from an evil outsider; it need not come from a devil, specifically. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or lose all damage resistances and immunities for 1d4 rounds. The creature must repeat the saving throw at the end of every round, ending the poison on a save.

Cost: 400 gp

Giant Centipede Poison (Injury)

This poison must be harvested from a dead or incapacitated giant centipede. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw. On a failure, the creature takes 10 (3d6) poison damage. If the poison damage reduces the creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Cost: 275 gp

Giant Scorpion Poison (Injury)

This poison must be harvested from a dead or incapacitated giant scorpion. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or take 22 (4d10) poison damage, or half as much on a successful save.

Cost: 375 gp

Giant Spider Venom (Injury)

This poison must be harvested from a dead or incapacitated giant spider. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become poisoned, and gain one level of exhaustion.

The creature must repeat the saving throw at the end of every round, suffering another exhaustion level on a failure. On a success, the poison ends, and the creature recovers any accumulated exhaustion levels at the rate of 1 per minute.

Cost: 250 gp

Lifebane (Ingested)

A creature subjected to this poison must succeed on a DC 10 Constitution saving throw, or take 27 (6d8) poison damage, as well as losing an equal amount from their hit point maximum. The creature must repeat this saving throw at the end of each round, taking 9 (2d8) damage on each successive failure, as well as reducing their hit point maximum by an equal amount.

After two successful saves, the poison ends.

Cost: 600 gp

Sasson Juice (Contact)

A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 18 (4d8) poison damage and become paralyzed for 1 minute. On a success, the creature takes half damage and has disadvantage on any physical ability checks or attack rolls for 1 round.

Cost: 700 gp

Vilestar (Contact)

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, or have their Strength reduced to 3 for 24 hours. Additionally, the creature gains an exhaustion level for every turn that it performs an action during combat. The creature must repeat the saving throw at the end of every hour, ending the effect on a successful save.

Cost: 800 gp