List of Poisons

## **DMG Poisons**

If you try to purchase a poison in a lawful market, it will cost 10 times as much. Lawless markets, such as those found in Darguun and Droaam, sell illegal items at only twice their cost. If you have the favor of a criminal organization, such as Daask or the Boromar Clan, you can treat any area they operate out of as a lawless market. In order to buy illegal items at a lawless market without a mark-up, you need to be a member of a criminal organization.

## New Contact Poisons

***Aboleth Oil.*** A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute passes, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another spell that cures diseases cast at 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes pass.

***Black Ivy Paste.*** A creature subjected to this poison must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until it deals at least 10 poison damage.

***Black Lotus Extract.*** A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or take 55 (10d10) poison damage.

***Boneshard Paste.*** An undead subjected to this poison must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) necrotic damage and is poisoned for 1 minute. On a successful save, the target takes half as much radiant damage and is not poisoned. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This poison ignores immunity to the poisoned condition if the target has bones.

***Brawler's Bourbon.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious for the same duration. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

***Chuul Paralytic.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Golden Ice.*** An evil creature that comes into contact with golden ice must make a DC 17 Constitution saving throw or take 15 (6d4) cold damage and 15 (6d4) radiant damage. If the creature is a fiend, they have disadvantage on the saving throw.

***Sunlight Oil.*** A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious, and wakes if it takes damage.

## New Ingested Poisons

***Antithesis.*** A creature subjected to this slimy mixture of parasites and microscopic entities must succeed on a DC 14 Constitution saving throw. On a failed save, the target is infected with a disease that prevents it from regaining hit points through any method other than a short or long rest. If the target regains hit points any other way, it regains no hit points and instead takes 4 (1d8) poison damage. It can then repeat the saving throw, ending the effect on itself on a success.

***Bloodwine.*** An undead subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a long rest.

***Celestial Lightsblood.*** A creature subjected to this poison must make a DC 25 Constitution saving throw. On a failed save, its Dexterity score is reduced by 2 (but cannot be reduced below 1). At the start of its next turn, it must repeat the saving throw. On a second failed save, the target's Constitution score is reduced by 2 (but cannot be reduced below 1).

***Cruor of Ruined Flesh.*** A creature subjected to this poison must make a DC 14 Constitution saving throw or break out in severe boils all over their body and have all their bodily hair fall off. This curse remains for 24 hours, after which they return to their normal state, including the regrowth of all the hair they may have lost. While cursed in this way, a creature's speed is halved and they have disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.

***Depraved Decadence.*** A creature subjected to this poison must make a DC 25 Constitution saving throw or become diseased. A diseased creature can no longer receive sustenance by consuming food, no matter how much it eats. Every two days the creature goes without sustenance, its Constitution score decreases by 1. If a creature's Constitution score reaches 0 due to this effect, it dies. After the disease is cured, the creature does not regain their lost Constitution.

***Lichdust.*** When a creature ingests the bone dust of a destroyed lich, it takes 10 (3d6) cold damage and must make a DC 18 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Lockjaw.*** A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.

***Nightmare Root.*** A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of its greatest fears and everything they've ever done wrong. An affected creature cannot benefit from long rests, its exhaustion level increases by 1 at the start of the next day. The poison leaves the creature's system 24 hours after ingestion.

***Pallid Serpent's Deception.*** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, taking 22 (4d10) psychic damage on a failed save, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. While poisoned in this way, it must succeed a on a DC 16 Wisdom saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save.

***Patient Demise.*** This poison is harmless on its own, and only activates when the poisoned creature is exposed to an alchemical catalyst. If a creature injests a dose of Patient Demise each day for two weeks, the poison is infused into their blood. The poison leaves the creature's system after 24 hours if they have not injested another dose. If the skin of a poison-infused creature is exposed to the alchemical catalyst, they are rendered unconcious for 24 hours. The listed price is for 1 dose.

***Unicorn Blood.*** A creature subjected to this poison regains 14 (4d4 + 4) hit points and must succeed on a DC 17 Constitution saving throw or be cursed, suffering one of the effects of the *bestow curse* spell for one week. The DM rolls 1d4 to determine which curse takes hold. While cursed in this way, the creature's age is reduced to that of their physical prime. When the curse ends, they rapidly age back to their true age.

## New Inhaled Poisons

***Anosmia.*** A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the *Keen Smell* trait, it must also succeed on a DC 18 Wisdom saving throw or suffer the effects of the *confusion* spell until the end of its next turn.

***Dretch Gas.*** Dretch gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

***Dust of the Desert Winds.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn.

***Euphoria Breath.*** A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or, for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

**1-4.** The target takes no actions uses all of its movement to move in a random direction.

**5-6.** The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success.

***Gorgon Breath.*** A creature subjected to this gas must succeed on a DC 13 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. At the end of its next turn, the target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.

***Gravedust.*** An undead subjected to this poison must succeed on a DC 10 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Green Dragonbreath.*** A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

***Vrock Spores.*** A creature subjected to these spores must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

##### New Injury Poisons

***Bearded Devil Venom.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Bloodfire Paste.*** A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 11 (2d10) fire damage on a failed save. At the start of each of its turns, the target repeats the saving throw. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends.

***Bone Devil's Sting.*** A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Celestial Essence.*** An undead subjected to this poison must succeed on a DC 14 Constitution saving throw or take 5 (2d4) radiant damage.

***Centipede Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

***Cockatrice Saliva.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

***Ettercap Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 4 (1d8) poison damage and becoming poisoned for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Ghost Blossom Extract.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. If the target fails its saving throw by 3 or more, the target drops any items it is holding, and if it fails by 5 or more, it falls prone. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Grell Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Imp Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

***Lichbane.*** An undead subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, its Intelligence, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the end of its next turn, the target repeats the saving throw. On a failure, the effect becomes permanent and can only be cured by a *greater restoration* spell or similar magic. On a successful save, the reduction ends.

***Liquid Mortality.*** An undead subjected to this poison must make a DC 22 Constitution saving throw. On a failed save, its Strength score is permanently reduced by 2. If this effect reduces an undead's Strength to 0, it is destroyed, and cannot be resurrected or reanimated by any means other than a *wish* spell. The target's Strength score can be restored by a *greater restoration* spell or similar magic.

***Metabolite.*** A creature subjected to this poison must make a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers the effects of the *slow* spell. At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.

***Naga Venom.*** A creature subjected to the venom of a spirit naga must succeed on a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

***Pit Fiend Venom.*** A creature subjected to this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Pseudodragon Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

***Purified Couatl Venom.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition.

***Scorpion Venom.*** A creature subjected to this poison must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

***Spider Venom.*** A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage.

***Sprite Poison.*** A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

***Svirfneblin Poison.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Tears of the Infernal.*** This incredibly rare poison is made from the blood of a powerful fiend and the spit of an ancient black dragon. A creature subjected to this poison must succeed on a DC 22 Constitution saving throw, taking 31 (7d8) acid and 35 (10d6) fire damage on a failed save, or half as much damage on a success.

***Thri-kreen Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

***Veinrot Poison.*** A creature subjected to this poison must succeed on a DC 13 Constution saving throw or take 5 (2d4) necrotic damage and become poisoned. While poisoned in this way, the target's Constitution score decreases by 2. The poisoned creature repeats the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save. While the creature is poisoned, the damage it takes from this poison can't be healed by any means. After three successful saving throws against this poison, the effect ends, and the hit points can be restored.

***Wasp's Sting.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

***Witchbane.*** A creature subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, the target loses 1d4 spell slots, removing 1st-level slots first and moving to the next-highest level when all slots of the current level have been lost.

***Yuan-ti Venom.*** A creature subjected to the poison from a yuan-ti malison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

***Zealot's Blade.*** A creature subjected to this poison must make a DC 25 Constitution saving throw, taking 78 (12d12) poison damage on a failed save.