Poisons List

The sample poisons listed below represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.

If a poison does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Arsenic

Price 120 gp
Type Poison, Ingested; Attack +3 vs Constitution Defence
Track Constitution; Onset 10 minutes; Frequency 1/minute for 4 minutes
Cure 1 miss

Azure Lily Pollen

An azure lily’s pollen is rather toxic, with a single lily producing enough pollen in its short life to swiftly paralyze most creatures. A character that picks one of the flowers or brushes against it causes its load of poisonous pollen to burst in a 5-foot cloud that persists for 1 minute before dispersing. It’s possible to harvest the toxic pollen from these lilies with a successful DC 30 Survival check and 10 minutes of stressful work (failure causes the lily to burst), but once taken from the plant, the raw pollen becomes inert after a week unless crafted into refined poison with a DC 15 poisoner’s kit check. A successfully harvested dose of azure lily poison is worth 1,500 gp.
Price 1500 gp
Type Poison, Inhaled; Attack +5 vs Constitution Defence
Frequency 1/minute for 2 minutes
Effect Poisoned for 1 minute/paralysed for 2d4 hours.
Cure 1 miss

Belladonna

Price 100 gp
Type Poison, Ingested; Attack +4 vs Constitution Defence
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Target can attempt one defence check to cure a lycanthropy affliction contracted in the past hour. Cure 1 miss

Black Adder Venom

Price 120 gp
Type Poison, Injury; Attack +1 vs Constitution Defence
Track Constitution; Frequency 1/round for 6 rounds
Cure 1 miss

Black Lotus Extract

Price 4,500 gp
Type Poison, Contact; Attack +10 vs Constitution Defence
Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Disabled—Dead
Cure 2 consecutive misses

Black Marsh Spider Venom

This potent spider venom causes victims to become disoriented and lose muscle control until eventually they collapse.
Price 800 gp
Type Poison, Injury; Attack +4 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive misses

Black Smear

Typically used by dark stalkers and dark creepers.
Type Poison, Injury; Attack +5 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Cure 1 miss

Blackfingers’s Salt

Blackfingers’s salt can easily be hidden in all foods and beverages, as it lacks color, odor, and, despite the name, flavor. Soon after consuming this dastardly poison, a creature develops painful, bleeding ulcers throughout its stomach and esophagus. The inventors originally developed the salt to mimic targets suffering a medical emergency and thus avoid suspicion of poisioning.
Price 300 gp
Type Poison, Ingested; Attack +7 vs Constitution Defence
Track Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d3 poison damage
Cure 2 misses

Blistercap Spore

Found in remote regions deep underground, the blistercap takes its name from the blisters on the bruise-colored cap atop its stem, which weep a toxic yellow fluid. The spores it produces often contribute to the dangers of underground exploration.
Price 1,125 gp
Type Poison, Contact; Attack +10 vs Constitution Defence
Track Dexterity and Constitution; Frequency 1/round for 6 rounds
Effect Nauseated for 1 minute.
Cure 2 consecutive misses

Blood Leaf Residue

Price 300 gp
Type Poison, Contact; Attack +6 vs Constitution Defence
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 2d12 poison damage
Cure 1 miss

Bloodpyre

This orange liquid burns regardless of temperature, which its drow creators claim is a side-effect of its Abyssal inspiration. The staggering pain inflicted by bloodpyre’s slow burn inhibits victims’ mental faculties, but provides fiendish strength, so some drow houses enhance their warriors with bloodpyre despite the pain and damage it causes.
Price 1,000 gp
Type Poison, Contact; Attack +4 vs Constitution Defence
Track Intelligence, Wisdom and Charisma; Frequency 1/round for 6 rounds
Effect Each round the victim gains a cumulative +1 alchemical bonus to Strength, to a maximum of Strength score of 20. In addition to ability score damage, the victim also takes 2d6 points of fire damage each time they are hit by the poison.
Cure 1 miss

Bloodroot

Price 100 gp
Type Poison, Injury; Attack +2 vs Constitution Defence
Track Constitution and Wisdom; Onset 1 round; Frequency 1/round for 4 rounds
Cure 1 miss

Bloodwine

Bloodwine, a favorite serpentfolk drink, is made from the blood of sentient creatures and spiced with brain mold spores and other subterranean seasonings. Its main ingredient is usually drow, duergar, or svirfneblin blood, but the best vintages of bloodwine contain a higher concentration of morlock blood.
Price 100 gp
Type Poison, Ingested; Attack +5 vs Constitution Defence
Track Wisdom; Frequency 1/minute for 6 minutes
Effect Nauseated for 1d4 hours. Bloodwine affects serpentfolk much like wine affects humans, but it is poisonous to most other creatures. Generally, bloodwine is less harmful to members of races that are used to ingesting blood. Urdefhans suffer no ill effects from drinking it. Drow are immune to the sickening effect but are still susceptible to the bloodwine’s Wisdom damage. Vampires heal 2 hit points or gain 2 temporary hit points for each cup of bloodwine drunk. Immunity to poison gives immunity to the harmful effects of bloodwine.
Cure 2 consecutive misses

Blue Star

This small bright-blue flower has five petals arrayed in a star shape and looks remarkably similar to several other species of blue flowers that live in similar regions, requiring a successful DC 15 Nature or Survival check to correctly identify. The poison causes severe liver damage, making it even more difficult to resist future poisons that a victim may encounter. Although rarely a direct danger to humanoids, the flowers are sometimes consumed by livestock. When this occurs, the venom can be passed on through milk the animals produce for the next week, affecting those who drink it as though they had consumed a dose of blue star.
Price 500 gp
Type Poison, Ingested; Attack +5 vs Constitution Defence
Track Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect Poisons have advantage to hit the creature for 1 week.
Cure 2 consecutive misses

Blue Whinnis

Price 120 gp
Type Poison, Injury; Attack +4 vs Constitution Defence
Track Constitution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 miss

Bluetip Eurypterid Poison

Type Poison, Injury; Attack +6 vs Constitution Defence
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Brain Rot

Type Poison, Ingested; Attack +2 vs Constitution Defence
Track Intelligence; Frequency 1 minute
Cure 2 misses

Brinestump Special

Invented as part of a series of dares between feuding goblin camps, this noxious brew fermented from a slurry of swamp flora. The potent intoxicant is popular among goblinoids (who are immune to its nauseating effect), but all other races that partake of this frothy drink are wracked with nausea.
Price 400 gp
Type Poison, Ingested; Attak +5 vs Constitution Defence
Onset 1 round
Effect Poisoned for 5 rounds
Cure 1 miss

Burnt Othur Fumes

Price 250 gp
Type Poison, Inhaled; Attack +8 vs Constitution
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Cloudthorn Venom

This potent neurotoxin is created by the cloudthorn plant, a wild bramble whose thorns deliver a poison that numbs its victims to pain, allowing the plant to feast on the blood that flows from the wounds to the ground below. The plant’s name comes from the weightless, airy feeling that victims of the poison experience, which some liken to the notion of walking on clouds.
Price 400 gp
Type Poison, Injury; Attack +4 vs Constitution Defence
Track Strength and Dexterity; Onset 1d4 rounds; Frequency 1/hour for 3 hours
Effect The creature is unable to feel pain for 1 hour, rendering it immune to pain effects. A creature attacking the poisoned creature can attempt a Sleight of Hand check opposed by the poisoned creature’s Perception check in order to attempt to deliver the attack without the target being aware of it, as the creature feels no pain from the attack. If a PC is rendered numb in this way, the GM should secretly track all damage dealt to the character until the numbing effect ends.
Cure 1 miss

Cockatrice Spit

Price 1,000 gp
Type Poison, Contact, Injury, Ingested; Attack +2 vs Constitution Defence
Track Dexterity (Special); Frequency 1/round for 4 rounds
Effect A creature who becomes immobile, becomes petrified. This is an end state.
Cure 1 miss

Common Eurypterid Poison

Type Poison, Injury; Attack +2 vs Constitution Defence
Track Constitution; Frequency 1/round for 4 rounds
Cure 1 miss

Crone’s Curse

A blackish pollen produced by the night witch (a pale, vine-growing flower that blooms in the light of the moon and is hearty enough to survive very rugged and difficult environments), crone’s curse disorients those who inhale it and interferes with the body’s ability to regulate temperature. Merely walking through a field of night witch flowers is often sufficient enough to kick up a cloud of the nearly invisible black particles, which are a mere nuisance in temperate climates but can prove fatal to those exposed to them in deserts and tundra.
Price 600 gp
Type Poison, Inhaled; Attack +6 vs Constitution Defence
Track Dexterity and Wisdom; Onset 1d4 hours; Frequency 1/day for 6 days
Effect As long as a creature is affected by crone’s curse, extreme temperatures have advantage to attack the creature. Additionally, the creature gains vulnerability I to cold and fire damage during this time.
Cure 2 consecutive misses

Dark Reaver Powder

Price 800 gp
Type Poison, Ingested; Attack +8 vs Constitution Defence
Track Strength and Constitution; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 consecutive misses

Deathblade

Price 1800 gp
Type Poison, Injury; Attack +10 vs Constitution Defence
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Dimorphodon Poison

Type Poison, Injury; Attack +2 vs Constitution Defence
Track Strength; Frequency 1/round for 4 rounds
Cure 1 miss

Diplopic Serum

Herbalists accidentally created diplopic serum while attempting to devise a treatment for cataracts. Derived from dew of lunary, this aromatic pink serum temporarily affects a creature’s vision systems, in addition to temporarily impairing its mental faculties.
Price 250 gp
Type Poison, Injury; Attack +5 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Effect The creature has double vision, imposing a 50% miss chance on its attacks against all opponents. Blind creatures are unaffected by this additional effect.
Cure 1 miss

Dragon Bile

Price 1,500 gp
Type Poison, Contact; Attack +16 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Cure None

Draughtcap Fungus

This yellow-brown mushroom is commonly found in deserts and other dry environments. Its spores absorb moisture at an incredible rate, wreaking havoc on the body of any creature foolish enough to consume it. Draughtcap fungus bears a close resemblance to a common edible mushroom, and a successful DC 20 Nature or Survival check is required to differentiate the two.
Price 150 gp
Type Poison, Ingested; Attack +6 vs Constitution Defence
Track Strength; Onset 4d6 hours; Frequency 1/hour for 8 hours
Effect As long as a creature is suffering from draughtcap fungus, its body is unable to process liquids, causing the creature to undergo the effects of dehydration no matter how much it drinks and preventing the creature from benefiting from potions, extracts, and other such items. After the first hit, the creature counts as if it had gone without water for 1 day. Further, each additional hit causes the creature to be treated as though it had gone an additional hour without consuming water.
Cure 2 consecutive misses

Dreaming Death

This green and violet gas lulls mortal creatures into a sleep filled with abominable nightmares and maddening half-truths.
Price 2,500 gp
Type Poison, Inhaled; Attack +6 vs Constitution Defence
Track Special; Onset 10 minutes; Frequency Once per 10 minutes for 1 hour
Effect Creatures that are hit by dreaming death immediately fall into a fitful slumber for 10 minutes. This toxic sleep affects creatures normally immune to magical sleep effects (such as elves), and victims can be woken from the sleep only by overcoming or being cured of the poison. Each hit extends the duration of this magical sleep by 10 minutes. Creatures awaken from these visions scarred and prone to self-harm. Victims must succeed at a Wisdom defence check (DC = 14 + 2 for every 10 minutes spent sleeping) or begin cutting their own flesh with any available weapons. Affected creatures attempt to deliver a coup de grace attack upon themselves every round. A victim can attempt a new Wisdom defence check at the beginning of each round, with cumulative advantage for each round they successfully damaged themselves.
Cure 1 miss

Drow Poison

Price 75 gp
Type Poison, Injury; Attack +3 vs Constitution Defence
Track Special; Frequency 1/minute for 2 minutes
Effect Unconsciousness for 1 minute, followed by unconsciousness for 2d4 hours on a second hit.
Cure 1 miss

Fiddleback Venom

Price 500 gp
Type Poison, Injury, Ingested; Attack +3 vs Constitution Defence
Track Strength and Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Poisoned 1d4 rounds
Cure 2 misses

Fire Jackal Saliva

This poison burns the flesh near the point of injury as well as sickening the victim.
Price 50 gp
Type Poison, Injury; Attack +2 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds
Effect 1d6 acid damage plus poisoned Cure 1 miss

Flaying Spider Venom

Harvested from venomous spiders, this poison is an inexpensive but seldom-lethal means of debilitating an enemy.
Price 100 gp
Type Poison, Injury; Attack +1 vs Constitution Defence
Track Constitution; Onset 1 round; Frequency 1/round for 6 rounds
Cure 1 miss

Gelidburn Oil

This greasy pale-blue liquid delivers a shocking sensation that is both freezing cold and searing hot. Gelidburn oil is popular among pickpockets looking to stab, snatch, and run.
Price 75 gp
Type Poison, Injury; Attack +2 vs Constitution Defence
Frequency 1/round for 4 rounds
Effect 1d3 fire damage, 1d3 cold damage, and dazed 1 round
Cure 1 miss

Giant Wasp Poison

Price 210 gp
Type Poison, Injury; Attack +8 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds
Cure 1 miss

Glass Urchin Venom

Glass urchin venom causes the senses to become clouded and creates vivid hallucinations and confusion in the victim’s mind.
Type Poison, Contact or Injury; Attack +6 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive misses

Goblin’s Eye

These bright red seeds feature a single black dot each, giving them a superficial resemblance to an eye. The bright colors of the seeds make them attractive to certain animals, as well as those unfamiliar with wilderness lore. A character who succeeds at a DC 15 Nature or Survival check identifies the seed as poisonous. In some places, the seeds are used as jewelry.
Price 75 gp
Type Poison, Ingested; Attack +3 vs Constitution Defence
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Poisoned for 1 minute
Cure 1 miss

Goblinvine Oil

Extracted from the mashed leaves of the pernicious goblinvine, this irritant is favored by goblins and tricksters alike.
Price 125 gp
Type Poison, Contact; Attack +0 vs Constitution Defence
Track Special; Onset 1 round
Effect Nauseated Cure 2 consecutive misses or 1 minute spent washing the affected area

Gray Justice

Gray justice has found use as an apparent truth serum since it makes victims more susceptible to interrogation. Additionally, it causes side effects such as lethargy, confusion, and nausea.

Some administer it to prisoners before their execution to make them publicly admit their crimes. The grim truth of the poison is damning, however. Gray justice is no truth serum, but instead compels its victims to say whatever they think will please those around them.
Price 400 gp Type Poison, Injury; Attack +8 vs Constitution Defence
Track Wisdom; Frequency* 1/minute for 10 minutes
Effect Each round a victim is affected by the poison, they answer any questions in the affirmative, agreeing to the best of their ability and even lying to confirm whatever they assume that the questioner wants to hear. If questioned by multiple people, the victim might contradict themselves. If asked questions without an affirmative response or leading answer, the victim does not need to respond.
Cure 2 misses

Greenblood Oil

Price 100 gp
Type Poison, Injury; Attack +3 vs Constitution Defence
Track Constitution; Frequency 1/round for 4 rounds
Cure 1 miss

Green Lotus

Type Poison, Contact; Attack +8 vs Constitution Defence
Track Charisma (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect Healthy—Weakened—Impaired—Pliable—Pliable; the second pliable is an end state
Cure 1 miss

Grinding Joint Paste

This poisonous paste, made from dried cockatrice organs, causes extreme muscle stiffness and joint pain, with an unpleasant feeling of gravel grinding in the victim’s shoulders, hips, and knees.
Price 2,100 gp
Type Poison, Ingested; Attack +6 vs Constitution Defence
Track Dexterity; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect As long as a creature is affected by this poison, the creature finds it physically painful to make wide motions with its limbs. Whenever the creature attacks with a two-handed weapon or moves more than 10 feet in a round (other than via travel that doesn’t require movement, such as by wagon, or teleportation), it takes 2d6 points of damage.
Cure 1 miss

Hag Spit

Price 1,500 gp
Type Poison, Injury, Ingested; Attack +6 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Effect Blindness for 1d10 rounds
Cure 2 misses

Halo Mushroom Toxin

Extracted from mushrooms that grow commonly in caves and forests, this toxin is occasionally used as a recreational drug despite its dangerous side effects.
Price 500 gp
Type Poison, Ingested; Attack +8 vs Constitution Defence
Track Wisdom; Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect A creature that is hit sees displaced auras of colour and light around other creatures and objects. The creature suffers disadvantage on all attack rolls until the creature is cured or the poison has run its course.
Cure 2 consecutive misses

Hemlock

Price 2,500 gp
Type Poison, Ingested; Attack +8 vs Constitution Defence
Track Dexterity (Special); Onset 10 minutes; Frequency 1/minute for 6 minutes Effect A creature that reaches the end state suffocates. Cure 2 consecutive misses

Hunter Urchin Venom

Type Poison, Injury; Attack +3 vs Constitution Defence
Track Special; Frequency 1/round for 6 rounds
Effect Dazed for 1 round
Cure 1 miss

Hydrofluoric Acid

The wise alchemist takes careful precautions whenever handling hydrofluoric acid. This corrosive substance — an occasional byproduct of volcanic gases that is used for industrial purposes — dissolves bones and causes tissue damage when even a small amount contacts the skin.
Price 2,500 gp
Type Poison, Contact; Attack +10 vs Constitution Defence
Track Strength and Constitution; Onset 1 minute; Frequency 1/round for 6 rounds
Effect 2d6 acid damage. The acid dissolves the body of any victim who dies from hydrofluoric acid poisoning unless the acid is neutralised within 1 minute with a successful DC 20 Medicine or Alchemist’s Supplies check. Hydrofluoric acid must be stored in a magically reinforced container, as it dissolves mundane glass and corrodes metal over time.
Cure 2 consecutive misses

Id Moss

Price 125 gp
Type Poison, Ingested; Attack +4 vs Constitution Defence
Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 miss

Insanity Mist

Price 1,500 gp
Type Poison, Inhaled; Attack +5 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 miss

Insanity Pill

This extremely rare and difficult-to-make poison comes from a special gland harvested from chaos beasts. When mixed with stabilising reagents and chemicals, an odorless and flavorless poison is the end result.
Price 1,500 gp
Type Poison, Ingested; Attack +4 vs Constitution Defence
Track Special; Onset 1 minute Effect When ingested, the elixir induces temporary insanity that lasts for 1 minute. While the effect lasts, the creature suffers terrifying hallucinations of his own body melting away and transforming into a variety of hideous shapes. An affected creature is treated as if under the effects of a confusion spell.
Cure 2 consecutive misses

Insecticide

Farmers protecting their crops and landlords maintaining their properties use insecticide to clear out pest infestations, but they must avoid the fumes of this dangerous gas. While it is formulated to exterminate vermin, the poison poses a danger to anyone. A single dose of insecticide immediately fills a 10-foot-by-10-foot area. It can be thrown at a range of 20 feet, and it dissipates after 1d6 rounds in a well-ventilated area. A moderate wind disperses the gas in 1 round.
Price 175 gp
Type Poison, Inhaled; Attack +0 vs Constitution Defence (advantage to hit creatures with the vermin subtype)
Track Strength; Frequency 1/round for 3 rounds
Effect Creatures with the vermin subtype are stunned for 1 round
Cure 1 miss

Jackalroot Essence

The short and thorny jackalroot grows in desert climates, typically under the partial shade of ridges or boulders. It is identifiable by its pale green berries, which it bears twice per year. The roots of this hearty desert shrub contain a potent, incapacitating ichor often used by gnolls in religious ceremonies and when capturing slaves.
Price 600 gp
Type Poison, Injury; Attack +8 vs Constitution Defence
Track Special; Frequency 1/round for 1d6 rounds
Effect Uncontrollable laughter (as per hideous laughter)
Cure 2 consecutive misses

Juvebloom

Swindlers claim this green capsule restores the victim’s youth. After 1 day, anyone taking juvebloom sees the seemingly time-bending results in the mirror. However, the benefit is not only temporary but also potentially quite damaging. Particularly daring confidence artists mix this capsule into a solution, attempting to sell it as the much more valuable sun orchid elixir.
Price 750 gp
Type Poison, Ingested; Attack +6 vs Constitution Defence
Track Wisdom; Onset 1 day; Frequency 1/day for 7 days
Effect The creature looks younger by as much as half his age for a duration of 1 day. The younger appearance is purely cosmetic and has no mechanical effect. Cure 1 miss

King’s Sleep

Price 5,000 gp
Type Poison, Ingested; Attack +9 vs Constitution Defence
Track Constitution; Onset 1 day; Frequency 1/day
Cure 2 consecutive misses

Large Scorpion Venom

Price 200 gp
Type Poison, Injury; Attack +7 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Cure 1 miss

Leng’s Tears

Made from distilled tears and sweat, this substance causes hallucinations and temporary paralysis.
Price 1,500 gp
Type Poison, Contact; Attack +8 vs Constitution Defence
Track Wisdom; Onset 1 round; Frequency 1/10 minutes for 1 hour
Effect A creature that is hit by the first attack is paralysed for 10 minutes and experiences terrifying hallucinations of wandering through an icy, windswept waste. The creature’s paralysis ends if it is cured or once the poison runs its course, though memories of the vivid hallucinations may haunt it for some time.
Cure 1 miss

Lich Dust

Price 400 gp
Type Poison, Ingested; Attack +7 vs Constitution Defence
Track Strength; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 2 consecutive misses

Mage Bane

Mage bane comes from a dark crimson orchid. When dried and ground into a powder and mixed with striped toadstool, it creates a poison that makes it extremely difficult for a creature under its effects to perform any task requiring concentration.
Price 500 gp
Type Poison, Contact; Attack +10 vs Constitution Defence
Track Special; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Disadvantage on concentration checks for 1 hour
Cure 2 consecutive misses

Medium Spider Venom

Price 150 gp
Type Poison, Injury; Attack +4 vs Constitution Defence
Track Strength; Frequency 1/round for 4 rounds
Cure 1 miss

Mindrust

Refined from a traditional concoction first employed by winter witches, mindrust — or “witch’s rust” as its northern creators know it — is a brownish, flaky concoction of condensed nightmare vapour, striped toadstools, and howler milk.
Price 1,600 gp
Type Poison, Inhaled; Attack +10 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Effect A sentient creature becomes skittish and susceptible to suggestion for 1 minute. These minutes are cumulative; each time the creature is hit, its susceptibility to suggestion is extended by another minute. During that time, anyone can use the Intimidation skill as if it were the Persuasion skill to make a request of the creature. Additionally, spells from the enchantment school of magic have advantage to hit an affected creature while it is susceptible to suggestion. If this poison is neutralised, this susceptibility to suggestion also immediately ends.
Cure 2 consecutive misses

Moonberries

These small berries are bluish-purple and resemble wild grapes. They are highly poisonous and are often mixed with food or crushed and smeared on a weapon or object. Price 1,500 gp
Type Poison, Contact, Ingested; Attack +8 vs Constitution Defence
Track Constitution; Onset 1 round; Frequency 5/round
Cure 1 miss

Nerveblast

This iridescent dust clings to weapons. On a hit, nerveblast immediately begins destroying nerves, blocking the signals between the brain and the rest of the body. The disconcerting effect causes many victims to flee in panic.
Price 1,500 gp
Type Poison, Injury; Attack +9 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds
Effect Shaken for 1 hour. The shaken condition progresses to frightened and panicked if the poison hits the affected creature with further attacks. These more severe effects have the same duration as the initial shaken effect. Cure 2 consecutive misses

Night’s-Eye Dust

This fine powder is extracted from the wings of night’s-eye moths. Creatures inhaling this poison become shaken and experience slowly building pressure behind the eyes, leading to blindness that persists until the creature is cured or the poison has run its course.
Price 900 gp
Type Poison, Inhaled; Attack +4 vs Constitution Defence
Track Special; Frequency 1/round for 6 rounds; Effect Shaken-Blinded for 6 Rounds. A creature immune to fear cannot be shaken by the poison’s initial effect and the poison has disadvantage to attack it with blindness.
Cure 2 consecutive misses

Nightmare Vapour

Price 1,800 gp
Type Poison, Inhaled; Attack +10 vs Constitution Defence
Track Wisdom; Frequency 1/round for 6 rounds
Effect For 1 round, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive misses

Nitharit

Price 650 gp
Type Poison, Contact; Attack +3 vs Constitution Defence
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 miss

Nymph’s Lure

Created from the concentrated pulp of a sweet-tasting fruit (a large, bright-red, ovular delicacy with a hard rind and watery interior), nymph’s lure is used for a variety of hunting purposes in remote tropical regions. It is used in a rite of passage in certain hunter-gatherer societies, where young men and women are given a dose of the poison and sent into the wild to hunt game and prove their worth, but it is also used as a punishment in some places, with the condemned being given several doses of the poison and then forced into the wild without any weapons or equipment.
Price 250 gp
Type Poison, Ingested; Attack +5 vs Constitution Defence
Track Strength and Wisdom; Onset 1d4 hours; Frequency 1/hour for 8 hours
Effect As long as a creature is afflicted with nymph’s lure, its sweat exudes powerful pheromones that might attract wild creatures. The DCs of Perception and Survival checks to locate or track the creature using scent are reduced by 10. Additionally, when rolling to determine whether the afflicted creature has a random encounter, roll twice and if either roll would result in a random encounter, one occurs.
Cure 1 miss

Ochre Eurypterid Poison

Type Poison, Injury; Attack +0 vs Constitution Defence
Track Dexterity; Frequency 1/round for 4 rounds
Cure 1 miss

Oil of Restfulness

Price 90 gp
Type Poison, Ingested; Attack +5 vs Constitution Defence
Track Special; Onset 1 minute
Effect Unconsciousness for 1d3 hours
Cure 1 miss

Ossivane

Ossivane mimics the petrification capability of cockatrices, but the toxin relies on the victim’s heart pumping hard to spread the poison throughout the body as it stiffens limbs and locks joints.
Price 350 gp
Type Poison, Injury; Attack +8 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds (see below)
Effect After the initial attack, the victim is only attacked by the poison during rounds in which they move or take an action.
Cure 2 misses

Pupil’s Friend

This mostly benign, malodorous mold induces temporary illness with no lasting effect, and it can be detected in food or drink with a DC 15 Perception check, unless the food is particularly pungent, in which case the Perception DC increases by up to 5. Named for students wishing to convincingly feign illness, anyone can easily cultivate this mold in dark, moist spaces.
Price 30 gp
Type Poison, Ingested; Attack +0 vs Constitution Defence
Track Special; Onset 10 minutes; Frequency 1/minute for 15 minutes
Effect Nauseated for 1 minute; if the target is affected by a second dose while already under the effects of this poison, the victim is instead poisoned for 1 minute.
Cure 1 miss

Purple Keif

Price 200 gp
Type Poison, Ingested; Attack +8 vs Constitution Defence
Track Strength and Constitution; Onset 1 minute
Effect Unconsciousness for 1 hour
Cure 1 miss

Purple Worm Poison

Type Poison, Injury; Attack +14 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Ragespittle

This toxin is used to foment unrest by causing muscle tremors and aggression.
Price 1,000 gp
Type Poison, Contact; Attack +7 vs Constitution Defence
Track Dexterity; Onset 1 minute; Frequency Once per minute for 6 minutes
Effect Any creature that is hit by ragespittle is subjected to an uncontrollable rage. A rage-afflicted victim must succeed at a DC 17 Wisdom defence check each round or attack the nearest creature, whether friend or foe. Effects that suppress confusion or emotional conditions suppress ragespittle’s rage effect for their duration, but not the effects of the poison’s track. Effects that end confusion or emotional conditions suppress the urge for only 1d10 rounds while the poison remains in the victim’s system.
Cure 2 misses

Rainbow Jellyfish Toxin

Price 400 gp
Type Poison, Contact, Injury; Attack +4 vs Constitution Defence
Track Special; Frequency 1/round for 2 rounds
Effect Incapacitated-Paralysed
Cure 1 miss

Rainbow Scarab Shell

This iridescent toxin is made from the crushed shells of a rare type of beetle.
Price 150 gp
Type Poison, Injury; Attack +4 vs Constitution Defence
Track Strength; Onset 1 round; Frequency 1/round for 4 rounds
Effect A creature that reaches the bottom of the strength poison track by the poison asphyxiates and immediately begins suffocating. Creatures that do not breathe are immune to this suffocation, but not the other effects.
Cure 1 miss

Red Bedlam

Named for the scab-red mushrooms from which it is made, this potent hallucinogen is brewed by evil druids and witches in remote regions in order to enhance the savagery of their seasonal revels. Some use this poison to debilitate their victims for ritual sacrifice.
Price 1,200 gp
Type Poison, Ingested; Attack +5 vs Constitution Defence
Track Special; Onset 10 minutes; Frequency 1/minute for 10 minutes
Effect For 1 minute, the target must roll on the chart from the confusion spell to determine their action
Cure 2 consecutive misses

Scholarblight

Scholarblight is a preferred poison for those who target arcane spellcasters for assassination. It causes headaches and impairs a victim’s ability to form or recall memories through mild confusion and dysphoria.
Price 1,500 gp
Type Inhaled; Attack +5 vs Constitution Defence
Track Intelligence; Frequency 1/minute for 6 minutes
Effect Victims who are hit by scholarblight lose their ability to read or write for 24 hours, as letters and symbols seem to twist, move, and reorient themselves. This prevents victims from using scrolls and spellbooks, but also protects an afflicted creature from any effect dependent on reading text, such as explosive runes.
Cure 1 miss

Sea Urchin Venom

Type Poison, Injury; Attack +1 vs Constitution Defence
Track Special; Frequency 1/minute for 6 minutes
Effect Nauseated for 1 minute Cure 1 miss

Shadow Essence

Price 250 gp
Type Poison, Injury; Attack +7 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Cure 1 miss

Skinsap Extract

Harvested by some tribes from the skin of colorful tree frogs, this potent poison is often used to coat arrows, darts, and other weapons.
Price 1,400 gp
Type Poison, Injury; Attack +6 vs Constitution Defence
Track Dexterity; Frequency 1/round for 6 rounds
Effect A creature that is hit is distracted by persistent auditory hallucinations of dripping water and susurrous voices, gaining the incapacitated condition until it is cured or the poison has run its course. A creature that is hit twice consecutively by this effect must also roll on the chart from the confusion spell to determine their action until cured or the poison has run its course. This confusion is a mind-affecting effect.
Cure 1 miss

Small Centipede Poison

Price 250 gp
Type Poison, Injury; Attack +1 vs Constitution Defence
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two hits to progress to each state past sluggish
Cure 1 miss

Spear Urchin Venom

Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea.
Type Poison, Injury; Attack +6 vs Constitution Defence
Track Strength; Frequency 1/round for 6 rounds
Effect Poisoned for 1 round
Cure 1 miss

Spider Vine Poison

Type Poison, Injury; Attack +5 vs Constitution Defence
Track Constitution; Frequency 1/round for 6 rounds
**Effect
Paralysed
Cure 2 consecutive misses

Spiny Eurypterid Poison

Type Poison, Injury; Attack +11 vs Constitution Defence
Track Dexterity and Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Starving Nettle

This peculiar nettle plant bears a singularly effective poison that protects it from being eaten: creatures pricked by the nettle’s thorns and affected by the poison are overcome with nausea at the mere idea of food, protecting the plant from being consumed. Farmers remain vigilant for signs of this fast-growing and hardy plant; it is difficult and dangerous to remove, so culling it is best done early, while the plant is still relatively small.
Price 300 gp
Type Poison, Injury; Attack +5 vs Constitution Defence
Track Dexterity and Constitution; Frequency 1/day for 8 days
Effect Each time the creature is hit by the poison, for the following 24 hours it is overwhelmed with nausea whenever food is presented to it and is unable to bring itself to eat, no matter how hungry it becomes.
Cure 2 consecutive misses

Striped Toadstool

Price 180 gp
Type Poison, Ingested; Attack +1 vs Constitution Defence
Track Intelligence and Wisdom; Onset 10 minutes; Frequency 1/minute for 4 minutes
Cure 1 miss

Styx Sap

This milky-white sap can be harvested from a rare jungle tree known as a “weeping maiden” in the local tongue. The tree’s branches end in long, vine-like tendrils that hang low to the ground and bear large, bitter-tasting red fruit. While the fruit is safe to eat, the sap of the tree carries powerful neurotoxins that cause short-term memory loss in those that consume it. In some cultures, styx sap is occasionally taken deliberately in order to allow one to forget unpleasant or tragic events.
Price 2,600 gp
Type Poison, Contact; Attack +8 vs Constitution Defence
Track Wisdom; Onset 1d4 minutes; Frequency 1/10 minutes for 60 minutes
Effect The creature loses its memories from the past 10 minutes, as though they had been erased by the spell modify memory
Cure 1 miss

Swampseer Poison

Price 400 gp
Type Poison, Ingested; Attack +8 vs Constitution Defence
Track Wisdom; Onset 10 minutes; Frequency 1/minute for 3 minutes
Effect A creature that this poison hits with two consecutive attacks must also roll on the chart from the confusion spell to determine their action until cured or the poison has run its course.
Cure 2 consecutive misses

Sweetdream

Often employed by spies and saboteurs, sweetdream is a potent sedative with useful amnesia-causing side effects. The memory loss is a mind-affecting effect. Victims of sweetdream often experience pleasant, fanciful dreams when affected by the poison’s secondary effect, a fact that both inspired the poison its name and contributed to its medicinal use among those plagued by nightmares or insomnia. Unlike similar drugs, sweetdream is not habit-forming, and thus users have no risk of developing a physiological addiction to the inhaled powder. However, once a frequent user becomes accustomed to the poison’s effects, he often finds himself unable to sleep without it, leading some authorities to ban its willing use.
Price 900 gp
Type Poison, Inhaled; Attack +9 vs Constitution Defence
Track Special; Onset 1 round; Frequency 1/minute for 2 minutes
Effect Sleep for 1 minute and forget events of 1d4 rounds prior to exposure-Sleep for 1d4 hours.
Cure 1 miss

Tangle Root Paste

Price 250 gp
Type Poison, Contact; Attack +6 vs Constitution Defence
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 miss

Tears of Death

Price 6,500 gp
Type Poison, Contact; Attack +12 vs Constitution Defence
Track Constitution; Onset 1 minute; Frequency 1/minute for 6 minutes
Effect Paralysed for 1 minute

Third Eye

This poison is produced in the liver of a particular species of water-dwelling lizard and produces potent hallucinations. In some places, the lizards are raised as livestock specifically for the harvesting of the poison, which is then used for ritual ceremonies and recreational purposes. People in some cultures voluntarily dose themselves with this poison as a way to gain oracular insights into the world, but more often than not the revelations are nothing but subtle nightmares and lack true insight.
Price 900 gp
Type Poison, Contact; Attack +7 vs Constitution Defence
Track Wisdom; Onset 1 minute; Frequency 1/round for 6 rounds
Effect A creature that is hit by this effect must also roll on the chart from the confusion spell to determine their action for 1 round.
Cure 2 consecutive misses

Tongue Twist

This viscous violet gel dulls the mind, impeding the ability to recall words. Thieves and assassins keep tongue twist on hand for dealing with troublesome spellcasters.
Price 600 gp Type Poison, Injury; Attack +6 vs Constitution Defence
Track Intelligence; Frequency 1/round for 6 rounds
Effect The creature loses the ability to speak one language at random from the languages he knows for 1 minute. Additional hits cause the target to lose the ability to speak additional languages if the target has the ability to speak more than one language. Any creature that can no longer speak a language speaks only gibberish, which prevents casting spells with verbal components.
Cure 2 misses

Twister Root

Price 400 gp
Type Poison, Contact; Attack +6 vs Constitution Defence
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 miss

Ungol Dust

Type Poison, Inhaled; Attack +6 vs Constitution Defence
Track Charisma; Frequency 1/round for 4 rounds
Effect Victim does not recover past weakened without heal or restoration
Cure 1 miss

Violet Venom

The putrefying essence of a violet fungus must be harvested with great care from a living specimen and processed quickly before it loses potency. Numerous kinds of subterranean creatures harvest this toxin to help them in their hunts for food, and they coat their weapons in the poison to help defend their underground settlements.
Price 800 gp Type Poison, Contact; Attack +3 vs Constitution Defence
Track Strength and Constitution; Frequency 1/minute for 6 minutes
Cure 1 miss

Wasp Swarm Poison

Type Poison, Injury; Attack +3 vs Constitution Defence
Track Dexterity; Frequency 1/round for 4 rounds
Cure 1 miss

Waters of the Whispering River

Type Poison, Contact; Attack +6 vs Constitution Defence
Track Constitution; Onset 1 round; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Wyvern Poison

Price 3,000 gp
Type Poison, Injury; Attack +7 vs Constitution Defence
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive misses

Widow’s Kiss

Developed by the spider-like jorogumos, widow’s kiss is distilled from the monsters’ natural venom and infused with minuscule spider eggs. Creatures injected with the toxin experience headaches and cold sweats, after which the eggs begin to hatch and infest the host’s bloodstream, slowly eating the body from within. If controlled or enticed, the swarm of spiders can take direct control of its host’s body, rendering hosts susceptible to effects that control or influence vermin, including a jorogumo’s spider empathy ability.
Price 7,000 gp
Type Ingested; Attack +14 vs Constitution Defence
Track Constitution; Onset 1d4 days; Frequency Once per day
Cure 3 misses. The effects of widow’s kiss can be removed a combination of cure disease and neutralise poison. If a creature is slain by the poison, a spider swarm erupts from the body 1d6 rounds later.

Witch-Hunter’s Sword

This red fern has jagged, forward-pointing leaves and grows in small, close-packed groups. It is named for its popularity among witch hunters and inquisitors, and its leaves can be brewed into a tea that clouds the subject’s mind, interfering with the ability to cast spells while still leaving the subject lucid enough to be interrogated. The tea has a unique taste, which can be detected with a successful DC 20 Perception check. Attempts to disguise the taste require a poisoner’s kit check opposed by the drinker’s Perception check. At the GM’s discretion, bonuses can be applied based on the ingredients used to mask the taste.
Price 850 gp
Type Poison, Ingested; Attack +9 vs Constitution Defence
Track Intelligence, Wisdom and Charisma; Onset 10 minutes; Frequency 1/hour for 8 hours
Effect As long as this poison persists, the victim suffers disadvantage on concentration checks. In addition, a creature suffering from witch-hunter’s sword poison must succeed at a concentration check (DC = 20 + double the spell’s level) to cast spells or use spell-like abilities.
Cure 2 consecutive misses

Wolfsbane

Price 500 gp
Type Poison, Ingested; Attack +6 vs Constitution Defence
Track Constitution; Onset 10 minute; Frequency 1/minute for 6 minutes
Cure 1 miss

Woundweal

This gritty black paste is a poison that interferes with an afflicted creature’s ability to recover from injuries.
Price 100 gp
Type Poison, Injury; Attack +8 vs Constitution Defence
Track Special; Onset 1 round; Frequency 1/day
Effect All Medicine checks applied to the creature are made at disadvantage. In addition, anyone using magical healing on the target must make a DC 25 proficient spell-casting ability check to succeed.
Cure 2 consecutive misses