Venom and Poisons of Fish

Poison Name Type Cost (GP) ( 1 small vial, 1 use)

Umbral Shadowstrike Rare Injected 2,000-2,500 GP

Azure Veilbane Rare Ingested 1,500-2,000 GP

Vinebound Ensnarement Rare Injected 1,500-2,000 GP

Venom of the Scorpion's Sting Rare Injected 800-1,200 GP

Ethereal Venomstrike Rare Ingested/Injected 750-1,000 GP

Eel's Bane, Bloodscale Venom Rare Injected 600-900 GP

Putrid Decay Rare Injected 500-850 GP

Emberbane Venom, Firebelly Toxin Rare Injected/Ingested 550-850 GP

Ethereal Desolation Rare Ingested 500-800 GP

Piscine Poison Rare Ingested 500-800 GP

Shadowstrike Venom Rare Injected 600-700 GP

Luminal Voidbane Rare Injected 300-500 GP

Venomous Kobold Extract Rare Ingested 300-400 GP

Chromatic Serpent Venom Rare Injected 250-300 GP

Bogfire Venom Uncommon Ingested 350-550 GP

Thorned Mirage, Thorny Tonic Uncommon Injected/Ingested 300-500 GP

Arachnid's Curse Uncommon Ingested 300-500 GP

Luminescent Illusion, Glittering Elixir Uncommon Ingested 250-450 GP

Jester's Jest Uncommon Injected 200-400 GP

Abyssal Acid, Blackfin Venom Uncommon Injected 200-400 GP

Luminescent Enigma Uncommon Ingested 100-200 GP

Molten Spinebrew Uncommon Ingested 80-150 GP

Luminous Agonizer Uncommon Injected 70-140 GP

Paradoxial Brew Uncommon Ingested 60-140 GP

Serene Sorrow Uncommon Injected/Ingested 70-140 GP

Emberstrike Venom Uncommon Injected 70-140 GP

Prowler's Curse, Tiger's Touch Common Injected 70-120 GP

Dragon Nightbrew, Wyrm's Bane Common Ingested 60-110 GP

Slumberstrike Toxin Common Injected/Ingested 50-110 GP

Mischief Maker Common Injected 50-100 GP

Venomous Sting, Scorpion fish Stinger Common Ingested 50-100 GP

Venomous Spinebrew Common Injected 40-80 GP

Enchanting Venom Common Injected 30-60 GP

Umbral Venomstrike Common Injected 30-60 GP

Blazing Embers Elixir Common Ingested 30-60 GP

Emberbane Elixir Common Ingested 30-60 GP

Radiant Venom Common Injected 20-40 GP

Abyssal Shadowbane Common Injected/Ingested 20-40 GP

Frostbite Venom Common Injected 15-30 GP

Debilitating Jelly Toxin Common Ingested 5-10 GP

POISONS Via Fish EXTRACTION

All venomous spikes do 1 HP damage unless otherwise stated.

All extractions of poisons are done within the body of the fish, unless otherwise stated.

If a fish is noted as not safe for consumption, but doesn't have an extractable Poison, consider it gastro sickness, for a day with lots of visits to the toilet.

Name: Abyssal Acid

Type: Uncommon Contact/Injected Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Abyssal Acid is a corrosive poison extracted from the venomous spikes found on the fins of the elusive Blackfin Catfish, an elusive predator.

The venomous secretion combines potent toxins with a highly corrosive acidic compound.

Effects:

When the Abyssal Acid comes into contact with the victim's skin or eyes, it inflicts both toxic and corrosive damage, causing the following effects:

Caustic Burn:

Upon contact or being injected with a spike, the Abyssal Acid immediately eats away at the victim's flesh, causing severe and agonizing chemical burns. (2d10 acid damage) initial and 1d8 acid damage at the beginning of every hour there after.

The affected area becomes inflamed, blistered, and painful.

he corrosive properties of the acid continue to dissolve the tissue, potentially leading to long-term scarring or even permanent disfigurement if left untreated.

Neurotoxic Numbness:

The venomous toxins present in Abyssal Acid affect the victim's nervous system.

Within 1d4+1 minutes of failing the save, the acid spreads through the body, it induces a temporary numbing effect in the affected area.

The victim experiences a loss of sensation, making it difficult to move or manipulate objects with precision.

The numbing effect lasts for 4d4+1 hours, hampering the victim's ability to perform delicate tasks or engage in fine motor movements.

Acidic Spray:

In addition to its contact effect, Abyssal Acid possesses the ability to release a short-range acidic spray.

When triggered, the venomous spikes on the victim's body project a directed spray of acidic droplets.

This spray causes immediate damage upon contact with the skin or eyes of a target within a limited range, inflicting the same corrosive and neurotoxic effects described above.

Antidote:

Counteracting the effects of Abyssal Acid typically involves applying or administering a neutralizing agent to the affected area, followed by careful cleansing and treatment of the burns.

Specialized ointments or magical salves with soothing and regenerative properties are commonly used to heal the corrosive wounds caused by the acid.

Additionally, restorative spells or alchemical potions may be employed to help alleviate the numbing effect on the victim's nerves.

Name: Abyssal Shadowbane

Type: Common Poison (Injected and Ingested)

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Abyssal Shadowbane is a peculiar poison derived from the venomous properties of the Abyssal Spirefish, a common yet enigmatic creature dwelling in the darkest depths of  underground oceans.

The poison takes the form of a dark, iridescent liquid, resembling a swirling abyss.

Effects:

When injected into the bloodstream it takes 1d3minutes for the effects to start.

If ingested, it takes 2d6 minutesm before Abyssal Shadowbane inflicts its negative effects on the victim:

Crippling Desolation:

Abyssal Shadowbane induces a profound sense of despair and hopelessness in the victim. -1 Wis

Their spirit becomes burdened with overwhelming darkness, leading to deep melancholy, loss of motivation, and even thoughts of self-harm.

This effect persists for a duration of 1d4 hours, subjecting the victim to a harrowing emotional state.

Corrosive Affliction:

The venom of the Abyssal Spirefish carries corrosive properties that affect the victim's body from the inside. -2 Con

It causes a gradual degradation of the victim's physical resilience, leading to weakened muscles, brittle bones, and a heightened vulnerability to physical harm.

This effect lasts for the same duration as the crippling desolation.

Lingering Abyssal Taint:

Even after the effects subside, Abyssal Shadowbane leaves behind a lingering taint within the victim's body and mind.

The darkness embedded in the poison continues to influence the victim, resulting in disturbed sleep, haunting nightmares, and an overall sense of unease.

This lingering taint may persist for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Crippling Desolation: 1d4 hours

Corrosive Affliction: Same duration as crippling desolation (1d4 hours)

Lingering Abyssal Taint: 24 hours

Value (GP): 20-40 GP

Name: Arachnid's Curse

Type: Uncommon Ingested Poison

Description:

Arachnid's Curse is an uncommon poison derived from the venomous glands of the Drider Flying Fish, a remarkable aquatic creature known for its peculiar mix of arachnid and fish-like traits.

The poison appears as a shimmering, translucent liquid with a slight iridescence, resembling the fish's unique coloration, and carries a subtle, almost metallic scent.

A character makes a poison saving throw against a DC 16.

On a fail the character receives the following effects.

Effects:

Arachnid's Curse inflicts negative effects 1d3 minutes after the victim ingested:

Web of Confusion:

Upon ingestion, the victim's thoughts become entangled in a metaphorical web, causing confusion and impaired cognitive function.

They struggle to process information and make decisions effectively, often experiencing moments of forgetfulness or mental fog.

This effect lasts for a duration of 1d6 hours, subjecting the victim to a state of mental disarray. -2 Int.

Spinneret's Visions:

The poison induces vivid and often unsettling hallucinations in the victim.

They see images of twisting webs, eerie arachnids, or other distorted phantasms, blurring the lines between reality and illusion.

These visions can be disorienting and may cause the victim to lose their grasp on what is real. This effect lasts for the same duration as the web of confusion.

Lingering Arachnid Essence:

Even after the effects subside, Arachnid's Curse leaves behind a lingering sensation of arachnid influence within the victim's psyche.

They develop a mild aversion or fear of spiders or exhibit an uncanny ability to sense the presence of these creatures.

The lingering essence remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Web of Confusion: 1d6 hours

Spinneret's Visions: Same duration as the web of confusion (1d6 hours)

Lingering Arachnid Essence: 24 hours

Value (GP): 300-500 GP

Name: Azure Veilbane

Type: Rare Ingested Poison

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Description:

Azure Veilbane is a potent poison derived from the elusive Blue Shadowtail Catfish, a rare fish known for its vibrant azure scales and elusive nature.

The poison appears as a crystalline powder with a shimmering blue hue, resembling crushed gemstones.

Effects:

Azure Veilbane inflicts negative effects on the victim 1d4 minutes after ingested:

Veil of Confusion:

Azure Veilbane has a peculiar effect on the victim's perception of reality.

Upon ingestion, the poison induces a swirling mist of confusion that envelops the victim's mind. The victim is confused.

They experience distorted senses, altered perceptions of time, and difficulty distinguishing between reality and illusion.

This effect lasts for a duration of 2d8 hours, subjecting the victim to a state of perplexity.

Ethereal Reflections:

The unique properties of the Blue Shadowtail Catfish's poison bring forth a little stronger, the connection between the victim's mind and the ethereal realm.

This connection causes the victim's reflections to temporarily exhibit a ghostly, otherworldly appearance.

When the victim catches sight of their reflection, they see glimpses of ethereal entities and distorted, eerie reflections of themselves.

This effect lasts for the same duration as the veil of confusion.

Lingering Azure Residue:

Even after the effects subside, Azure Veilbane leaves behind a faint residue within the victim's body.

This residue can intermittently trigger vivid dreams or nightmares with ethereal themes, blurring the line between dreams and reality.

The lingering residue can persist for a period of 36 hours after the initial effects of the poison wear off.

Duration:

Veil of Confusion: 2d8 hours

Ethereal Reflections: Same duration as the veil of confusion (2d8 hours)

Lingering Azure Residue: 24 hours

Value (GP): 1,500-2,000 GP

Name: Blazing Embers Elixir

Type: Common Ingested Poison

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Blazing Embers Elixir is a unique poison extracted from the volatile glands of the Magma Goby, a fiery and volcanic fish often found in scorching underground streams.

The poison appears as a viscous, glowing red liquid that emits a faint, sulfurous aroma.

Effects:

When ingested, the poison take 1d3+1 minutes beofe Blazing Embers Elixir inflicts negative effects on the victim:

Burning Agony:

Blazing Embers Elixir sets the victim's insides ablaze, causing intense burning sensations throughout their body right up to the skin. -1 to Dec and Str.

The victim experiences excruciating pain as if their veins and organs are seared by invisible flames.

This effect persists for a duration of 1d4 hours, subjecting the victim to enduring agony.

Heat Delirium:

The scorching torment brought on by the Blazing Embers Elixir induces a state of heat-induced delirium in the victim. -1 to Int and Wis.

They become disoriented, hallucinating visions of scorching landscapes, fire-spewing creatures, and distorted perceptions of reality.

This delirium affects their judgment and decision-making, potentially leading to confusion and irrational behavior.

The delirious state lasts for the same duration as the burning agony.

Lingering Scars:

Blazing Embers Elixir leaves behind faint, permanent scars on the victim's skin, reminiscent of burns.

These scars serve as a reminder of the encounter with the poison and can be a source of discomfort or embarrassment for the victim.

Duration:

Burning Agony: 1d4 hours

Heat Delirium: Same duration as burning agony (1d4 hours)

Lingering Scars: Permanent

Value (GP): 30-60 GP

Name: Bogfire Venom

Type: Uncommon Ingested Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Bogfire Venom is a potent poison extracted from the venom sacs of the Swampeye Skipper fish, a deceptive and poisonous creature found in the warm fresh waters of Archaia.

The poison is a viscous liquid with a sickly green hue, emanating an earthy and putrid odor.

Effects:

When ingested, Bogfire Venom take 2d4 minutes to take effect, inflicting a range of debilitating effects on the victim:

Weakening Toxin:

Bogfire Venom contains a powerful toxin that rapidly weakens the victim's physical abilities.

Upon ingestion, the poison starts to sap the victim's strength, 1 Strength per hour causing fatigue, muscle weakness, and a general feeling of lethargy.

Physical exertion becomes increasingly challenging as their stamina diminishes, leading to a reduced capacity for prolonged physical activity.

Nauseating Gastrointestinal Distress:

Bogfire Venom wreaks havoc on the victim's digestive system, inducing intense and prolonged gastrointestinal distress.

The victim experiences severe nausea, abdominal pain, and uncontrollable vomiting and deducting 1 Constitution point per hour.

This distress can last for an extended period, causing dehydration, weakness, and an overall state of discomfort.

Paralytic Susceptibility:

The venom of the Swampeye Skipper fish contains a paralytic agent that renders the victim susceptible to paralysis.

While the poison itself does not directly induce paralysis, it significantly increases the victim's vulnerability to paralytic effects from other sources, such as spells, toxins, or enchantments.

This heightened susceptibility can make the victim more prone to immobilization, leaving them at the mercy of external forces that may seek to incapacitate them.

Victims receive a -4 to any save determining paralysis which the poison is in effect.

Duration of Effects:

The effects caused by Bogfire Venom typically last for (1d12 hours).

The victim remains physically very debilitated and continuously must visit the bathroom.

Antidote:

Countering the effects of Bogfire Venom requires a specialized antidote designed to neutralize the toxins and restore vitality. The creation of the antidote involves rare herbs with revitalizing properties, as well as alchemical processes to counteract the paralytic susceptibility. Skilled alchemists, healers, or herbalists proficient in poison treatment and antidote preparation may be required to craft and administer the antidote. The antidote gradually restores strength and alleviates the gastrointestinal distress, enabling the victim to recover from the poison's effects.

Name: Chromatic Serpent Venom

Type: Rare Injected Poison

Description:

Chromatic Serpent Venom is a rare and potent poison derived from the venom glands of the elusive Rainbow Serpentfish. The poison appears as a shimmering, iridescent liquid, reflecting the vibrant colors of the rainbow. It emanates a faint, captivating fragrance of exotic flowers.

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Effects:

Chromatic Serpent Venom inflicts negative effects on the victim immediately when injected:

Polychromatic Instability:

Upon injection, the venom interferes with the victim's own magical aura, causing unpredictable fluctuations in their magical energy.

The victim's spellcasting abilities become unstable, and there is a 50% chance that any spell they cast fails or backfires, resulting in unintended effects.

This effect lasts for a duration of 2d4 hours.

Enigmatic Illusions:

The venom distorts the victim's senses, causing them to perceive illusory images and sounds that are disorienting and bewildering.

They see phantasmal creatures, hear mysterious voices, and witness bizarre phenomena, making it difficult to distinguish reality from illusion.

This effect imposes disadvantage on Wis (Perception) checks and Int (Investigation) checks involving illusions for the same duration as the polychromatic instability.

Lingering Ephemera:

Even after the effects subside, Chromatic Serpent Venom leaves behind lingering traces of its otherworldly influence.

The victim experiences occasional flashes of vibrant colors, phantom sensations, and fleeting glimpses of shimmering illusions for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Polychromatic Instability: 2d4 hours

Enigmatic Illusions: Same duration as the polychromatic instability (2d4 hours)

Lingering Ephemera: 24 hours

Value (GP): 250-300 GP

Name: Debilitating Jelly Toxin

Type: Common Ingested Poison

Description:

Debilitating Jelly Toxin is a common poison derived from the digestive fluids of the Hardy Box Jellyfish, a fish known for its remarkable ability to survive in harsh environments.

The poison appears as a murky black liquid, emitting a foul odor reminiscent of decay and decayed marine life.

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Effects:

Debilitating Jelly Toxin inflicts negative effects on the victim 1d6 minutes after ingested:

Lethargic Weakness:

Upon ingestion, the victim experiences a sudden onset of fatigue and weakness. -1 Str and Speed reduced 10 feet.

Their muscles become heavy and sluggish, reducing their physical capabilities and movement speed. This effect lasts for a duration of 1d4 hours.

Impaired Reflexes:

The poison affects the victim's nervous system, causing a delay in their reflexes and coordination.

This impairment makes it more challenging for the victim to react quickly or dodge incoming attacks.

They suffer disadvantage on Dexterity saving throws and Dexterity-based skill checks for the same duration as the lethargic weakness.

Lingering Debility:

Even after the effects subside, Debilitating Jelly Toxin leaves behind a lingering sense of debilitation within the victim.

They may experience residual fatigue and a general decrease in physical performance for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Lethargic Weakness: 1d4 hours

Impaired Reflexes: Same duration as the lethargic weakness (1d4 hours)

Lingering Debility: 24 hours

Value (GP): 5-10 GP

Name: Eel's Bane

Type: Rare Ingested Poison

A character makes a poison saving throw against a DC 17.

On a fail the character receives the following effects.

Description:

Eel's Bane is a potent poison extracted from the venomous glands of the Bloodscale Eel, a deadly aquatic creature known for its crimson scales and aggressive nature.

The venom of the eel is a combination of powerful neurotoxins and blood-thinning agents.

Effects:

When ingested, Eel's Bane inflicts a dual assault on the victim's nervous system and circulatory system, causing the following effects:

Neurotoxin Paralysis:

Within 1d3+1 minutes of ingestion, the neurotoxins present in Eel's Bane attack the victim's nervous system, causing a fast progressive paralysis that starts with muscle weakness and loss of coordination.

As the poison spreads, the paralysis intensifies, eventually leading to complete immobilization. The victim is unable to move or take any actions.

Hemorrhagic Debilitation:

Eel's Bane contains blood-thinning agents that induce excessive bleeding and impair the body's ability to clot properly.

This results in internal and external hemorrhaging.

Within 1 minute of ingestion, the victim experiences uncontrolled bleeding from wounds, mucous membranes, and even spontaneously from the body.

Profuse bleeding weakens the victim, leading to dizziness, fatigue, and potential organ failure if left untreated.

Duration of Effects:

The effects caused by Bogfire Venom typically last for (2d12 hours).

Antidote:

The treatment for Eel's Bane poisoning requires a specialized antidote that counteracts both the neurotoxin and the blood-thinning effects.

The antidote typically consists of rare herbs, magical reagents, and a process that involves stabilizing the victim's circulatory system while neutralizing the neurotoxins. Skilled alchemists, healers, or poison specialists are often required to create and administer the antidote.

The antidote gradually restores the victim's mobility and stops the hemorrhaging, allowing the body to recover.

Name: Emberbane Elixir

Type: Common Ingested Poison

A character makes a poison saving throw against a DC 12.

On a fail the character receives the following effects.

Description:

Emberbane Elixir is an uncommon poison derived from the venomous glands of the Magma Goby, a fiery and volatile fish known for its association with molten environments.

The poison presents itself as a swirling, molten-orange liquid that flickers with a mesmerizing inner glow.

Effects:

When ingested, Emberbane Elixir inflicts negative effects in 2d8 minutes on the victim:

Scorching Agony:

Emberbane Elixir engulfs the victim's body in a searing wave of pain and discomfort. Initial damage (2d10), 1d6 beginning every turn there after.

The victim experiences an intense burning sensation that radiates from within, causing them to writhe in agony.

This effect lasts for 1 hour.

Flaming Vulnerability:

The victim becomes unusually susceptible to fire-based attacks or spells.

Their body becomes more receptive to heat, making them more prone to burns and increased damage from flames.

This effect lasts for 1d4 hours.

Duration:

The effects of Emberbane Elixir last for a specific duration as described above.

However, the victim can attempt a Constitution saving throw (DC determined by the DM) at the end of each hour to potentially reduce the remaining duration of the effects.

Value (GP): 30-60 GP

Name: Emberbane Venom

Type: Rare Ingested/Injected Poison

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Description:

Emberbane Venom is a highly potent poison extracted from the glands of the Firebelly Pike, a fiery and elusive aquatic predator.

This venomous substance possesses unique properties, combining the ability to inflict elemental damage and extract memories from its victims.

Effects:

When injected into the bloodstream, Emberbane Venom inflicts both physical and psychological damage, causing the following effects:

Elemental Agony:

Emberbane Venom carries the essence of fire within it.

As it courses through the victim's veins, it releases scorching heat, causing internal burning and external blistering.

Within 1d3+1 minutes of failing save, the victim experiences excruciating pain as the venom sears their flesh, leaving behind charred marks taking (4d10 fire damage).

This elemental damage persists even after the initial injection (2d10 fire damage) at the beginning of every turn after.

Memory Leeching:

Emberbane Venom possesses a sinister ability to extract memories from its victims.

As the venom spreads, it targets the victim's mind, delving into their memories and stealing fragments of their past.

The memories are consumed by the venom, leaving gaps and eroding the victim's recollection.

The more venom injected, the more memories are lost, potentially causing significant gaps in their personal history.

Fragmented Memories:

Emberbane Venom selectively targets and extracts memories from the victim's mind.

The memories stolen are usually random and can vary in significance, ranging from mundane details to deeply personal experiences.

The venom's effect is often erratic, resulting in the victim losing fragments of their memories, making it difficult for them to recall specific events or details.

Over time, the gaps in their memory may become more noticeable and extensive.

Cognitive Impairment:

The memory leeching aspect of Emberbane Venom can lead to cognitive impairments.

The victim may experience difficulties with concentration, attention span, and mental clarity.

The stolen memories disrupt their thought processes, causing occasional confusion or forgetfulness.

This cognitive impairment can result in a temporary decrease in intelligence or cognitive abilities, making it harder for the victim to perform complex tasks or solve problems.

Skills and Knowledge Loss:

Depending on the memories extracted, the victim may also lose certain skills or areas of expertise.

If important memories related to a specific skill or knowledge are removed, the victim may struggle to recall or perform tasks associated with that skill.

For example, a skilled swordsman may lose muscle memory and proficiency with their weapon, or a wizard may forget certain spells or magical theories they previously mastered.

Emotional Turmoil:

Memory leeching can also have emotional consequences. The stolen memories may include cherished moments, relationships, or traumatic experiences.

Losing these memories can cause profound emotional distress, feelings of grief, or a sense of identity crisis.

The victim may feel disconnected from their past and struggle with a range of emotions such as sadness, frustration, or anxiety due to their fragmented recollections.

Duration of Effects:

The effects caused by Emberbane Venom typically last for (2d12+1 hours).

Antidote:

Counteracting the effects of Emberbane Venom requires a specialized antidote that neutralizes the elemental damage and restores the stolen memories.

Crafting the antidote is a complex process that involves rare ingredients with affinity to fire and potent restorative magic.

Skilled healers, wizards, or alchemists familiar with memory restoration may be required to create and administer the antidote.

The antidote gradually repairs the victim's damaged flesh, alleviates the pain, and restores the stolen memories.

Name: Emberstrike Venom

Type: Uncommon Injected Poison

Description:

Emberstrike Venom is an uncommon poison derived from the venomous glands of the Firefin Tuna, a rare fish known for its fiery red scales and affinity for volcanic waters. The poison appears as a shimmering liquid with a warm, orange glow, exuding a faint scent of burning embers.

A character makes a poison saving throw against a DC 16.

On a fail the character receives the following effects.

Effects:

Emberstrike Venom inflicts negative effects immediately on the victim when injected:

Scorching Agony:

Upon injection, the venom spreads through the victim's bloodstream, causing intense burning pain at the injection site and radiating outward. (1d8 initial damage)

The victim suffers ongoing fire damage, taking an additional 1d6 fire damage at the start of each of their turns. This effect lasts for a duration of 3d4 rounds.

Flame Affinity:

The venom temporarily alters the victim's elemental affinity, making them more susceptible to fire-based attacks.

They gain vulnerability to fire damage for the same duration as the scorching agony.

Lingering Burn:

Even after the effects subside, Emberstrike Venom leaves behind a residual burning sensation within the victim's body.

They feel heightened sensitivity to heat and are more prone to being affected by fire-related effects for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Scorching Agony: 3d4 rounds

Flame Affinity: Same duration as the scorching agony (3d4 rounds)

Lingering Burn: 24 hours

Value (GP): 70-140 GP

Name: Enchanting Venom

Type: Common Injected Poison

Description:

Enchanting Venom is a common poison derived from the venomous spines of the Pixie Lionfish, a fish known for its mesmerizing appearance and mystical qualities. The poison appears as a shimmering silver liquid, almost ethereal in nature, and carries a faint floral fragrance reminiscent of an enchanted garden.

A character makes a poison saving throw against a DC 12.

On a fail the character receives the following effects.

Effects:

Enchanting Venom inflicts negative effects 1d3 minutes after being injected:

Illusory Echoes:

Upon injection, the victim begins to perceive faint, illusory echoes of their own actions.

These echoes create a sense of confusion and disorientation, making it harder for the victim to track their movements accurately or predict their own actions. -1 Wis

This effect lasts for a duration of 2d4 hours.

Beguiling Whispers:

The poison enhances the victim's susceptibility to auditory illusions. Disadvantage. They also hear deceptive whispers.

They hear soft, alluring voices beckoning them and deceptive advice guiding their actions.

These whispers can influence decision-making and lead the victim astray. The effect lasts for the same duration as the illusory echoes.

Lingering Fascination:

Even after the effects subside, Enchanting Venom leaves behind a lingering sense of fascination within the victim.

They may feel a subtle attraction towards illusions, magic, or enchanted objects, finding themselves drawn to such phenomena.

The lingering fascination remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Illusory Echoes: 2d4 hours

Beguiling Whispers: Same duration as the illusory echoes (2d4 hours)

Lingering Fascination: 24 hours

Value (GP): 30-60 GP

Name: Ethereal Desolation

Type: Rare Ingested Poison

A character makes a poison saving throw against a DC 19.

On a fail the character receives the following effects.

Description:

Ethereal Desolation is a potent poison derived from the elusive Faded Barracuda, a rare fish found in the depths of large subterranean saltwater oceans or lakes.

The poison presents itself as a pale, shimmering powder that dissolves easily in liquids, imparting a faint, otherworldly glow.

Effects:

Ethereal Desolation inflicts negative effects on the victim when ingested after 1d3 minutes:

Ethereal Draining:

Ethereal Desolation saps the victim's connection to the ethereal plane, causing a profound sense of spiritual and physical exhaustion.

The victim's energy and vitality are drained, resulting in a reduction in their strength, agility, and endurance. -2 Str, Dex and -1 to Con.

They experience lethargy, diminished reflexes, and weakened physical capabilities.

This effect lasts for a duration of 2d4+1 hours, subjecting the victim to a state of ethereal enervation.

Ghostly Emptiness:

The poson of the Faded Barracuda infuses the victim's body with an unsettling void, causing a sense of emptiness and disconnection.

This emptiness manifests as a feeling of emotional detachment, making it difficult for the victim to experience or express emotions fully.

They become apathetic, distant, and struggle with empathetic connections. +1 Wis and Cha. This effect lasts for the same duration as the ethereal draining.

Lingering Spectral Whispers:

Even after the effects subside, Ethereal Desolation leaves behind whispers from the ethereal realm within the victim's mind.

These spectral whispers are subtle echoes of otherworldly voices, sometimes barely audible, but persistently haunting.

The victim experiences occasional glimpses of shadowy figures or unsettling sensations of being watched.

The lingering whispers can persist for a period of 36 hours after the initial effects of the poison wear off.

Duration:

Ethereal Draining: 2d4+1 hours

Ghostly Emptiness: Same duration as ethereal draining (2d4+1 hours)

Lingering Spectral Whispers: 36 hours

Value (GP): 500-800 GP

Name: Ethereal Venomstrike

Type: Rare Ingested/Injected Poison

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Description:

Ethereal Venomstrike is a potent poison derived from the Ghostly Anglerfish, a rare fish known for its unique appearance and deadly venom.

Similar to many other poisons, Ethereal Venomstrike does not rely on magical properties but harnesses the natural toxins found in the anglerfish's body.

It appears as a viscous, pale green liquid with a faint shimmer, hinting at its potent effects.

Effects:

Ethereal Venomstrike inflicts negative effects 1d3 minutes after being ingested:

Ghostly Paralysis:

Upon ingestion, the victim experiences a sudden and temporary paralysis of their physical body.

Their muscles become stiff and unresponsive, rendering them unable to move or take any physical action.

While their mind remains fully conscious, they are effectively immobilized for a duration of 2d4 hours, subjecting them to a state of helpless vulnerability.

Phantasmal Sensitivity:

The poison heightens the victim's sensitivity to ethereal energies and spiritual phenomena.

They become more attuned to subtle changes in the environment and may sense the presence of ghosts, spirits, or other supernatural entities with greater clarity.

However, this heightened sensitivity also makes them susceptible to sensory overload, causing them to experience hallucinations or misinterpretations of their surroundings. This effect lasts for the same duration as the ghostly paralysis.

Lingering Haunting Residue:

Even after the effects subside, Ethereal Venomstrike leaves behind a lingering residue within the victim's body.

This residue manifest as a slight pallor to their skin or an eerie, ghostly glow in their eyes.

These lingering effects can make others uneasy in the victim's presence, as if a specter's presence lingers around them.

The residue lasts for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Ghostly Paralysis: 2d4 hours

Phantasmal Sensitivity: Same duration as the ghostly paralysis (1d4 hours)

Lingering Haunting Residue: 24 hours

Value (GP): 750-1,000 GP

Name: Frostbite Venom

Type: Common Injected Poison

Description:

Frostbite Venom is a common poison derived from the venomous spines of the Northern Spiked Cod, a fish known for its icy habitat and cold adaptations. The poison appears as a translucent blue liquid, emanating a chilling aura, and carries a faint scent of winter frost.

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Effects:

Frostbite Venom inflicts negative effects immediately on the victim when injected:

Chilling Numbness:

Upon injection, the victim experiences a numbing sensation spreading from the injection site, causing a temporary loss of sensation in the affected area.

This effect can impair fine motor skills or reduce the victim's ability to feel pain. -1 Dex The numbness lasts for a duration of 1d6 hours.

Frozen Shivers:

The poison induces an uncontrollable shivering response in the victim's body, similar to the effects of extreme cold exposure.

The shivers can be distracting, making it more difficult for the victim to focus on precise movements or maintain steady aim. -1 Dex

This effect lasts for the same duration as the chilling numbness.

Lingering Chill:

Even after the effects subside, Frostbite Venom leaves behind a lingering sensation of cold within the victim's body.

They feel a slight chill in their bones and an increased sensitivity to cold temperatures.

This effect remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Chilling Numbness: 1d6 hours

Frozen Shivers: Same duration as the chilling numbness (1d6 hours)

Lingering Chill: 24 hours

Value (GP): 15-30 GP

Name: Jester's Jest

Type: Uncommon Injected Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Jester's Jest is an uncommon poison derived from the venomous glands of the Clown Eel, a unique fish known for its vibrant colors and playful behavior.

The poison appears as a swirling mixture of vivid hues, resembling the eel's striking appearance, and carries a faint scent of the sea.

Effects:

Jester's Jest inflicts negative effects immediately on the victim when injected:

Hilarious Hysteria:

Upon injection, the victim experiences a sudden and uncontrollable bout of laughter, as if they were privy to the funniest joke in the world.

This laughter is accompanied by a sense of euphoria and amusement, making it difficult for the victim to focus on serious matters or perform precise actions.

The effect lasts for a duration of 2d4 hours, subjecting the victim to a state of uncontrollable mirth. No spells can be cast nor concentration kept.

Comical Illusions:

The poison distorts the victim's perception, causing them to see their surroundings through a lens of whimsy and trickery.

They perceive objects and creatures as exaggerated caricatures or witness seemingly impossible sights, such as talking animals or inanimate objects coming to life momentarily.

While these illusions are harmless and meant to entertain, they cause temporary confusion and distraction.

This effect lasts for the same duration as the hilarious hysteria.

Lingering Giggles:

Even after the effects subside, Jester's Jest leaves behind a lingering effect on the victim's sense of humor.

The victim may find ordinary things amusing for a period of 24 hours after the initial effects of the poison wear off.

They may laugh at seemingly mundane or ordinary situations, often much to the bewilderment of others.

Duration:

Hilarious Hysteria: 2d4 hours

Comical Illusions: Same duration as the hilarious hysteria (2d4 hours)

Lingering Giggles: 24 hours

Value (GP): 200-400 GP

Name: Luminal Voidbane

Type: Rare Injected Poison

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Description:

Luminal Voidbane is a potent poison derived from the venomous barbs of the rare Glowstone Ray, a majestic creature found deep within the abyssal depths of the subterranean oceans.

The poison appears as a pulsating, ethereal liquid, radiating a faint glow reminiscent of the eerie glowstone formations found in ancient caverns.

Effects:

Luminal Voidbane inflicts negative effects immediately on the victim when injected into the bloodstream:

Memory Leech:

Luminal Voidbane possesses the unique ability to extract fragments of the victim's memories.

Upon injection, the poison inflicts a temporary memory loss, causing confusion and disorientation.

The victim may struggle to recall recent events or important details, experiencing a temporary lapse in memory. -3 Int.

This effect lasts for a duration of 2d10 hours, during which the victim's memory remains fragmented.

Ethereal Enfeeblement:

The venom of the Glowstone Ray weakens the victim's connection to the ethereal plane, resulting in diminished spiritual resilience.

This effect manifests as a temporary reduction in the victim's mental fortitude, making them more susceptible to psychic attacks and illusions. -2 Wis.

Their mind becomes clouded and vulnerable, imposing a -2 penalty on saving throws against mental intrusions and mind-affecting magic.

This effect lasts for the same duration as the memory leech.

Lingering Void Echoes:

Even after the effects subside, Luminal Voidbane leaves behind lingering void echoes within the victim's mind.

These echoes cause sporadic flashbacks, haunting whispers, or an unsettling sensation of being watched.

The victim may experience intermittent disturbances in their thoughts and perception for a period of 48 hours after the initial effects of the poison wear off.

Duration:

Memory Leech: 2d10 hours

Ethereal Enfeeblement: Same duration as memory leech (2d10 hours)

Lingering Void Echoes: 48 hours

Value (GP): 300-500 GP

Name: Luminescent Enigma

Type: Uncommon Ingested Poison

A character makes a poison saving throw against a DC 16.

On a fail the character receives the following effects.

Description:

Luminescent Enigma is an uncommon poison derived from the enigmatic essence of the Glimmering Angelfish, a captivating and elusive creature often found in mystical subterranean waters.

The poison presents itself as a shimmering powder with a mesmerizing glow, reminiscent of bioluminescent sea foam.

Effects:

When ingested, the Luminescent Enigma poison takes 1d6 minutes to take effect inflicting the victim:

Illusory Intrusion:

Luminescent Enigma disrupts the victim's perception of reality, causing vivid and bewildering illusions to manifest around them.

The victim sees phantasmal images, hears disorienting sounds, and experiences a distorted sense of space and time within their own mind.

This effect persists for a duration of 1d6 hours, subjecting the victim to a bewildering and disorienting experience.

Enigmatic Disruption:

The mysterious properties of Luminescent Enigma interfere with the victim's magical or innate abilities.

Spells become unpredictable, as the poison creates erratic energy surges that cause spells to misfire or weaken in their effectiveness. Wild surge with every cast or spell.

The victim's magical prowess is significantly diminished for the same duration as the illusory intrusion.

Lingering Unsettling Presence:

Even after the effects subside, Luminescent Enigma leaves the victim with a lingering feeling of unease and an air of otherworldly presence.

The victim experiences lingering paranoia, feeling as if they are being watched or followed.

This unsettling presence causes sleep disturbances and heightened anxiety for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Illusory Intrusion: 1d6 hours

Enigmatic Disruption: Same duration as illusory intrusion (1d6 hours)

Lingering Unsettling Presence: 24 hours

Value (GP): 100-200 GP

Name: Luminescent Illusion

Type: Uncommon Ingested Poison

A character makes a poison saving throw against a DC 16.

On a fail the character receives the following effects.

Description:

Luminescent Illusion is a potent poison extracted from the glands of the Glittering Eel, a mesmerizing aquatic creature that emits a radiant glow.

The poison is a luminescent liquid with a subtle iridescence, hinting at the mesmerizing and illusory effects it imparts.

Effects:

When ingested, Luminescent Illusion induces both hallucinations and paralysis within 1d3 minutes, causing the following effects:

Enchanting Hallucinations:

Luminescent Illusion alters the victim's perception of reality, inducing vivid and captivating hallucinations.

The victim sees a kaleidoscope of colors, shimmering lights, and illusory figures that dance and shift in an enchanting display.

These hallucinations can be beautiful or terrifying, depending on the victim's deepest desires or fears, leading to a mix of awe and bewilderment.

Paralytic Ensnarement:

As the hallucinations take hold, Luminescent Illusion also inflicts a temporary paralysis on the victim's muscles.

The paralysis begins subtly, starting with a slight stiffness and weakness in the extremities before progressing to complete immobilization.

The victim becomes trapped within their own body, unable to move or take any physical actions, while their mind remains aware of their surroundings.

Duration of Effects:

The hallucinations and paralysis caused by Luminescent Illusion typically last for (1d12\*2 hours).

The victim remains trapped in their paralyzed state, continuously experiencing the illusory world woven by their own mind, until the effects gradually wear off or are countered by a suitable antidote.

Antidote:

Countering the effects of Luminescent Illusion requires a specialized antidote that targets both the hallucinations and the paralysis.

The creation of the antidote involves rare ingredients with an affinity for illusion magic and muscle relaxation.

Skilled alchemists, healers, or wizards well-versed in antidote preparation and enchantment removal may be required to craft and administer the antidote.

The antidote gradually dispels the hallucinations and restores mobility to the victim, enabling them to regain control of their paralyzed muscles.

Name: Luminous Agonizer

Type: Uncommon Injected Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Luminous Agonizer is an intriguing poison extracted from the venomous glands of the Glowstinger Cod, a mesmerizing fish found in the saltwater depths of bioluminescent caverns.

The poison manifests as a radiant, ethereal liquid that pulses with an otherworldly glow.

Effects:

When injected into the bloodstream, Luminous Agonizer inflicts unusual but negative effects on the victim:

Radiant Paroxysm:

Luminous Agonizer triggers a surge of intense, radiant energy within the victim's body.

This energy manifests as a series of radiant pulses that course through the victim's veins, causing excruciating pain and leaving their skin temporarily luminous.

The victim receives initially (2d8 damage) and 1d8 damage at the end of every turn there after. They also receive disadvantage on hiding/sneaking and being hit.

The victim experiences pulsating waves of agony for a duration of 1d8 hours, subjecting them to a harrowing and radiant torment.

Ethereal Constriction:

The venom of the Glowstinger Cod carries a unique property that causes ethereal tendrils to wrap around the victim's limbs, constricting their movement.

These translucent restraints impair the victim's dexterity and agility, imposing a temporary penalty on their ability to perform physical actions and evade attacks. -2 Dex

This effect lasts for the same duration as the radiant paroxysm.

Lingering Phosphorescence:

Even after the effects subside, Luminous Agonizer leaves the victim's body infused with a lingering phosphorescent glow.

This faint radiance persists for a period of 24 hours, making it difficult for the victim to remain unseen or unnoticed in dimly lit environments.

The lingering glow is both a hindrance and a potential threat to their stealth and secrecy.

Duration:

Radiant Paroxysm: 1d8 hours

Ethereal Constriction: Same duration as radiant paroxysm (1d8 hours)

Lingering Phosphorescence: 24 hours

Value (GP): 70-140 GP

Name: Mischief Maker

Type: Common Injected Poison

Description:

Mischief Maker is a common poison derived from the venomous glands of the Goblin Grouper, a mischievous fish known for its vibrant colors and playful nature. The poison appears as a vibrant orange liquid with a faint shimmer, resembling the fish's bold hues, and carries a sweet aroma reminiscent of tropical fruits.

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Effects:

Mischief Maker effects immediately on injection:

Prankster's Mirage:

Upon injection, the victim experiences a temporary distortion of their senses.

They may see objects or creatures in their surroundings subtly shift or morph into amusing or absurd forms.

This effect is harmless and meant to invoke a sense of whimsy, causing minor confusion and amusement. It lasts for a duration of 1d4 hours.

Jester's Agility:

The poison temporarily enhances the victim's physical capabilities, granting them increased agility and nimbleness. Dex+1

They may find themselves performing small acrobatic feats and exhibiting a heightened sense of balance and coordination.

This effect lasts for the same duration as the prankster's mirage.

Lingering Playfulness:

Even after the effects subside, Mischief Maker leaves behind a lingering sense of playfulness within the victim.

They may feel an inexplicable desire to engage in harmless pranks or jokes, often finding amusement in light-hearted mischief.

The lingering effect remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Prankster's Mirage: 1d4 hours

Jester's Agility: Same duration as the prankster's mirage (1d4 hours)

Lingering Playfulness: 24 hours

Value (GP): 50-100 GP

Name: Molten Spinebrew

Type: Uncommon Ingested Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Molten Spinebrew is an uncommon poison extracted from the spines of the Lava Gourami, a rare and resilient fish that enjoys warm waters and sometimes also thrives in volcanic environments.

The poison presents itself as a viscous, molten-orange liquid with swirling patterns reminiscent of flowing lava.

Effects:

When ingested, Molten Spinebrew starts to immediately take effect inflicting negative effects on the victim:

Scorching Inferno:

Molten Spinebrew triggers an intense burning sensation within the victim's body, akin to being consumed by an internal inferno.

The victim experiences searing pain coursing through their veins, accompanied by profuse sweating and a sensation of intense heat radiating from their pores.

(2d10 fire damage initially), (1d8 fire damage the beginning of every turn after)

This effect persists for a duration of 1d6 hours, subjecting the victim to relentless discomfort.

Impaired Resilience:

The scorching torment brought on by Molten Spinebrew weakens the victim's natural resilience.

The intense heat compromises their body's ability to withstand physical harm and resist debilitating effects.

The victim becomes more susceptible to damage and adverse conditions, such as being more prone to burn injuries and having decreased resistance against heat-based spells or effects. The character receives disadvantage on fire attacks to hit and damage and saves. This effect lasts for the same duration as the scorching inferno.

Lingering Debilitation:

Even after the effects subside, Molten Spinebrew leaves the victim debilitated and fatigued.

The extreme heat endured by their body drains their energy and leaves them physically weakened and mentally exhausted. -1 Str, -1 Con, -1 Int.

The victim suffers from reduced physical prowess, decreased mental acuity, and general fatigue for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Scorching Inferno: 1d6 hours

Impaired Resilience: Same duration as scorching inferno (1d6 hours)

Lingering Debilitation: 24 hours

Value (GP): 80-150 GP

Name: Paradoxial Brew

Type: Uncommon Ingested Poison

Description:

Paradoxial Brew is an uncommon poison derived from the toxic flesh of the Shambling Gunard, an uncommon fish known for its strange and unpredictable nature. The poison appears as a swirling liquid with shifting colors, emitting an unsettling aroma of wildflowers and decay.

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Effects:

Paradoxial Brew inflicts negative effects 1d6 minutes after ingestion:

Muddled Perception:

Upon ingestion, the poison disrupts the victim's senses and cognitive processes, leading to distorted perceptions of reality.

The victim's vision becomes blurred and their ability to accurately judge distances and sizes is impaired.

They suffer disadvantage on Wis (Perception) checks and Int (Investigation) checks for a duration of 2d4 hours.

Conflicting Memories:

The poison alters the victim's memories, creating confusion and disorientation.

They experience vivid and conflicting recollections, leading to difficulty in recalling recent events accurately.

This effect imposes disadvantage on Int (History) checks and Cha (Deception) checks involving memory recall for the same duration as the muddled perception.

Lingering Uncertainty:

Even after the effects subside, Paradoxial Brew leaves the victim with a sense of lingering uncertainty and doubt.

They may question their own perceptions and memories, leading to a general lack of confidence and unease.

This effect remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Muddled Perception: 2d4 hours

Conflicting Memories: Same duration as the muddled perception (2d4 hours)

Lingering Uncertainty: 24 hours

Value (GP): 30-50 GP

Name: Piscine Poison

Type: Rare Ingested Poison

A character makes a poison saving throw against a DC 17.

On a fail the character receives the following effects.

Description:

Piscine Poison is a rare and deadly poison extracted from the venomous glands of a rare fish known as the Spectral Catfish. This poisonous fish is found in the treacherous depths of the Abyssal Trench. The poison is a viscous, black substance with a faintly iridescent sheen.

Effects:

When ingested, Piscine Poison wreaks havoc on the victim's nervous system and bodily functions. The poison is known for its potency and the following effects:

Paralyzing Stupor:

Within 1d3+1 minutes of ingestion, the victim experiences a sudden onset of paralysis, starting from the extremities and gradually spreading throughout the body.

The victim is immobilized and unable to move or take any actions.

Respiratory Suppression:

Piscine Poison targets the victim's respiratory system, causing a severe suppression of breathing.

Within 1d3+1 minutes of ingestion, the victim struggles to draw breath, leading to oxygen deprivation and potential asphyxiation if left untreated.

Hallucinatory Torment:

1d2 Minutes after the paralysis takes hold, the victim's mind is assaulted by vivid and disturbing hallucinations.

They experience nightmarish visions and haunting illusions, causing intense mental anguish.

The Hallucinatory Torment caused by Piscine Poison is a particularly disturbing effect that targets the victim's mind, adding an element of psychological torment to the poison's effects.

Here are some elaborations on how the hallucinations manifest as it is different for everyone: Roll or choose accordingly;

1-20 Vivid Nightmares:

The victim is plagued by intense nightmares that blur the line between reality and illusion.

They may see horrifying creatures emerging from the shadows, twisted and distorted versions of loved ones, or relive traumatic events from their past.

These nightmares are incredibly vivid, causing the victim to question their sanity and heightening their fear and distress.

21-40 Sensory Distortions:

The victim's senses become distorted and manipulated by the poison.

They may see vivid colors swirling around them, hear unsettling whispers from unseen sources, or smell putrid odors that aren't present.

The hallucinations play tricks on their perception of the world, making it difficult to discern what is real and what is a product of their poisoned mind.

41-60 Illusory Doppelgängers:

The victim may perceive multiple illusory copies of themselves or those around them.

These doppelgängers mimic their movements, taunt and mock them, or engage in violent and chaotic behavior.

This creates a sense of confusion and paranoia, as the victim struggles to determine which version of themselves or others is real.

61-80 Haunting Voices:

The victim hears haunting voices that whisper dark secrets, ominous prophecies, or engage in relentless taunting and mockery.

These voices can be disembodied or appear to come from nearby objects or people, further disorienting the victim.

The words spoken by the voices often feed into the victim's deepest fears and insecurities, amplifying their mental torment.

81-100 Illusionary Traps:

The victim may stumble into illusory traps or perilous situations triggered by their hallucinations.

They may see an illusionary pit open up beneath them, witness hallucinatory creatures attacking them, or believe they are surrounded by deadly traps.

These illusions can cause the victim to react with panic, making it challenging to navigate their surroundings safely.

The specific details and intensity of the hallucinations should be determined by the Dungeon Master based on the narrative and the affected character's fears, experiences, and personality.

The aim is to create an atmosphere of psychological torment and heighten the tension and drama of the poison's effects.

Duration of Effects:

The effects caused by Piscine Poison typically last for (2d12+1 hours).

Antidote:

Counteracting Piscine Poison requires a potent antidote made from a combination of rare herbs and magical ingredients.

The process to create the antidote is intricate and time-sensitive.

It typically involves the use of rare alchemical equipment, such as a distillation apparatus, and the expertise of a skilled alchemist or poison specialist.

Administering the antidote can reverse the effects of the poison gradually, restoring mobility and easing the victim's breathing and mental state.

However, without the antidote or timely medical intervention, the victim's condition may worsen and result in fatal consequences.

Note:

The details of the poison's DC, duration, and exact effects should be determined by the Dungeon Master based on the desired level of challenge and balance within their campaign.

Name: Prowler's Curse

Type: Common Injected Poison

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Prowler's Curse is a unique poison extracted from the venomous glands of the Tiger Fish, a cunning and territorial predator known for its vibrant appearance.

The poison appears as a deep amber liquid with subtle patterns resembling tiger stripes swirling within it.

Effects:

When injected into the bloodstream, Prowler's Curse inflicts negative effects on the victim:

Feral Agitation:

Prowler's Curse stirs up an intense feral agitation within the victim, causing them to become increasingly irritable and prone to aggression.

The victim's emotions become erratic, and their behavior leans towards impulsiveness and hostility.

They find it challenging to control their anger and engage in rational decision-making, potentially leading to conflicts or reckless actions.

Distorted Perception:

Prowler's Curse distorts the victim's perception of reality, causing them to experience disorienting and unsettling hallucinations.

They see illusions of stalking predators, hear phantom growls or hisses, and perceive their surroundings as distorted and menacing.

These hallucinations impair their ability to navigate their environment effectively, potentially leading to accidents or confusion.

Loss of Finesse:

Prowler's Curse diminishes the victim's agility, coordination, and fine motor skills. -2 Dexterity ability score.

Their movements become clumsier and less precise, impairing their ability to perform delicate or intricate tasks.

This loss of finesse affects actions requiring dexterity, such as aiming ranged weapons, picking locks, or performing precise spellcasting.

The victim may struggle with tasks they would normally handle with ease.

Antidote:

Counteracting the effects of Prowler's Curse requires a specialized antidote or remedy specifically designed to neutralize the poison's negative effects.

Skilled healers, alchemists, or herbalists are typically capable of crafting and administering the antidote.

The antidote aims to restore the victim's emotional stability, clarity of perception, and fine motor skills.

It gradually alleviates the feral agitation, dispels the hallucinations, and helps the victim regain control over their actions.

Poison Name: Putrid Decay

Poison Type: Rare Injected Poison

A character makes a poison saving throw against a DC 17.

On a fail the character receives the following effects.

Effects:

Necrotic Erosion: When the target is exposed to this poison, it triggers a rapid decay of living tissues, causing necrotic damage over time.

Weakening Affliction: The poison weakens the affected area, reducing the target's physical abilities and imposing penalties on strength-related checks and saving throws.

Contagious Corruption: If left untreated, the poison can spread to adjacent body parts or nearby creatures, perpetuating the decay and infecting others.

When the target is affected by Putrid Decay, they take a certain amount of necrotic damage at the beginning of each of their turns.

The initial damage is significant (4d10 necrotic damage) and decreases to (1d10) each subsequent hour after the first, until the poison is cured or the target reaches 0 hit points.

The damage inflicted can bypass Regeneration, as the poison corrodes living tissues at an accelerated rate.

Weakening Affliction:

The affected area experiences significant tissue decay, causing weakness and physical deterioration.

The target suffers disadvantage on strength-related ability checks and saving throws.

Additionally, their movement speed is reduced by half due to the affected limbs or body parts struggling to function properly.

Contagious Corruption:

If left untreated, the Putrid Decay poison can spread to nearby body parts or even infect nearby creatures if they have an open wound and physical contact has been made.

Once the poison spreads, affected creatures experience the same effects and damage as described above.

Duration of Effects:

The effects caused by Piscine Poison typically last for (2d12+1 hours).

Remedies and Antidotes:

A Greater Restoration spell or a powerful divine ritual can cure the effects of Putrid Decay poison.

Healing Spells:

Skilled healers, such as clerics, druids, or paladins, possess access to healing spells that can be employed to counteract the effects of the poison:

Cure Wounds:

Skilled healers can cast Cure Wounds, a spell that allows them to channel positive energy into the affected individual, healing their wounds and temporarily halting the progression of the decay.

The amount healed will depend on the caster's proficiency and the level of the spell used.

Healing Word:

Similar to Cure Wounds, Healing Word is a spell that allows healers to use soothing words and gestures to heal the affected individual.

The healing effect may not be as potent as Cure Wounds, but it can still provide temporary relief and slow down the decay.

Mass Healing Spells:

Skilled healers may possess more powerful spells, like Mass Cure Wounds or Heal, which can be used to restore significant amounts of hit points to multiple individuals affected by the decay.

These spells can buy more time for the affected individuals to seek a proper cure.

Restoration Magic:

Certain spells, such as Lesser Restoration, Greater Restoration, or Remove Curse, can be utilized to counteract the detrimental effects caused by the poison:

Lesser Restoration: Skilled healers capable of casting Lesser Restoration can temporarily alleviate some of the debilitating effects of the poison.

This spell can restore physical abilities, such as removing the disadvantage on strength checks or saving throws, and may slightly improve the movement speed of the affected creature.

Greater Restoration:

More potent healers might have access to Greater Restoration, a spell that can remove the decayed state entirely or significantly slow down its progression.

This spell can provide more lasting relief and buy more time for the affected individual to find a permanent cure.

Specialized Healing Techniques:

Skilled healers may have unique techniques or abilities specific to their class or background that can aid in slowing down the decay:

Divine Intervention: Devout clerics may be able to call upon their deity for assistance, seeking divine intervention to slow down or temporarily halt the progression of the decay. This could be through a direct miracle or a vision guiding the healer to a specific course of action.

Herbal Remedies:

Skilled healers, such as druids or herbalists, might have knowledge of rare herbs and plants that possess properties capable of counteracting the effects of the decay.

By carefully preparing and administering these remedies, they can temporarily slow down the deterioration of tissues.

Channel Energy:

Certain classes, such as paladins or monks, can channel their inner energy to promote healing and restoration.

By focusing their energy and applying specialized techniques, they can slow down the decay and provide temporary respite for the affected individual.

Immediate medical attention and skilled healing abilities may slow down the decay and buy time for a proper cure.

This refers to the application of non-magical healing techniques or the utilization of specialized tools or remedies to slow down the decay.

This can involve the assistance of skilled non-magical healers, herbalists, or alchemists.

Poultices and Salves:

Skilled healers can prepare specialized poultices or salves infused with rare herbs or alchemical compounds that slow down the progression of the decay.

Applying these topically to affected areas can provide temporary relief and delay further tissue deterioration.

Bandaging and Stabilization:

By carefully bandaging and stabilizing the affected areas, healers can help minimize the spread of the decay and reduce the risk of secondary infections.

This buys time for the affected individual to seek a proper cure or undergo more potent healing methods.

It's important to note that while skilled healing abilities and immediate medical attention can slow down the decay, they are temporary measures and not permanent cures.

They serve to provide relief, extend the affected creature's survival, and buy time for the party to find a more potent remedy or cure that can completely eliminate the Putrid Decay poison.

The effectiveness of these methods can be determined by the DM, considering the capabilities and skills of the healers involved, the availability of specialized resources, and the severity of the poison.

Notes for Dungeon Master:

The Putrid Decay poison is designed as a potent and dangerous affliction, typically reserved for high-level encounters or significant story moments.

Adjust the damage dice, range of the contagious spread, and overall lethality based on your campaign's balance and desired challenge.

Communicate the severity of the poison's effects to the players, allowing them to take appropriate measures to seek a cure or find alternative solutions.

Name: Radiant Venom

Type: Common Injected Poison

Description:

Radiant Venom is a common poison derived from the venomous spines of the Luminous Lionfish, a fish known for its captivating bioluminescence. The poison appears as a glowing green fluid, emitting a soft radiant light, reminiscent of the fish's enchanting glow, and carries a faint scent of the ocean.

A character makes a poison saving throw against a DC 12.

On a fail the character receives the following effects.

Effects:

Radiant Venom effects immediately on the victim when injected:

Luminescent Distraction:

Upon injection, the victim's body emits a soft radiant glow, making them more visible in dark environments.

This effect can hinder attempts at stealth or covert actions, as their presence becomes more apparent. The glow lasts for a duration of 2d3 hours.

Blinding Glare:

The poison temporarily enhances the victim's bioluminescent properties, causing their glow to intensify to a blinding level for a brief moment. This sudden burst of brightness momentarily blinds those nearby, providing a chance for the victim to escape or take advantage of the distraction.

The blinding effect lasts for 1 round and occurs half way through the duration.

Lingering Luminosity:

Even after the effects subside, Radiant Venom leaves behind a subtle lingering glow on the victim's skin.

Their body retains a faint luminosity, making them slightly more visible in dim light conditions.

This effect remains for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Luminescent Distraction: 2d3 hours

Blinding Glare: 1 round

Lingering Luminosity: 24 hours

Value (GP): 20-40 GP

Name: Serene Sorrow

Type: Uncommon Poison (Injected and Ingested)

A character makes a poison saving throw against a DC 16.

On a fail the character receives the following effects.

Description:

Serene Sorrow is a unique poison derived from the venomous tendrils of the Jasmine Dragon-Jellyfish, an almost ethereal looking creature that drifts through dark cavernous tranquil waters.

The poison presents itself as a shimmering, translucent liquid with a delicate floral scent reminiscent of jasmine.

Effects:

Serene Sorrow inflicts negative effects on the victim when injected into the bloodstream (immediately) or ingested (3d3 minutes):

Tranquil Lethargy:

Serene Sorrow induces a profound sense of tranquility and lethargy in the victim.

They become consumed by a serene melancholy, experiencing a profound mental and physical fatigue that weighs heavily upon them. -2 to Str, Dex and Int.

The victim's movements become sluggish, and their cognitive abilities slow down, making it challenging to react swiftly or maintain focus.

This effect persists for a duration of 1d6 hours, subjecting the victim to a state of tranquil weariness.

Floral Torpor:

The venom of the Jasmine Dragon-Jellyfish infuses the victim's body with a subtle floral essence, which permeates their skin and breath.

This floral torpor acts as a soporific agent, inducing drowsiness and causing the victim to struggle with wakefulness.

The victim will find it challenging to resist sleep or stay alert, making them vulnerable in dangerous situations. Disadvantage on any rolls against sleep, perceptiona and alertness.

This effect lasts for the same duration as the tranquil lethargy.

Lingering Serenity:

Even after the effects subside, Serene Sorrow leaves behind a lingering sense of tranquility within the victim's mind.

They experience mild apathy, a dulled emotional response, and a temporary loss of ambition.

This lingering serenity persists for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Tranquil Lethargy: 1d6 hours

Floral Torpor: Same duration as tranquil lethargy (1d6 hours)

Lingering Serenity: 24 hours

Value (GP): 70-140 GP

Name: Shadowstrike Venom

Type: Rare Injected Poison

Description:

Shadowstrike Venom is a rare and potent poison extracted from the venom glands of the Onyx Serpentfish, a rare aquatic creature known for its dark, onyx-like scales and venomous fangs. The poison is a thick, oily substance that glistens with a dark, purplish hue.

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Effects:

Shadowstrike Venom inflicts negative effects on the victim immediately when injected:

Umbral Stasis:

Upon injection, the poison induces a temporary state of suspended animation within the victim.

They become paralyzed and unable to move or take any actions for a duration of 2d4 hours.

However, the victim remains fully conscious and aware of their surroundings, trapped within their own immobile body.

Murky Veil:

The poison affects the victim's perception, causing their vision to become distorted and shrouded in darkness.

They suffer from disadvantage on all Wis (Perception) checks and attack rolls that rely on sight for the same duration as the umbral stasis.

Lingering Shadows:

Even after the effects subside, Shadowstrike Venom leaves behind a lingering impact on the victim's psyche.

They experience vivid nightmares, paranoia, and an aversion to bright light for a period of 36 hours after the initial effects of the poison wear off.

Value (GP): 600-700 GP

Name: Slumberstrike Toxin

Type: Common Injected/Ingested Poison

A character makes a poison saving throw against a DC 12.

On a fail the character receives the following effects.

Description:

Slumberstrike Toxin is a common poison derived from the venomous glands of a Serpent Cichlid fish.

The poison appears as a dark, viscous liquid that exudes a faint luminescence when exposed to low light conditions.

Effects:

When injected or ingested, Slumberstrike Toxin induces a sleep effect on the victim:

Sleep Induction:

Slumberstrike Toxin contains a potent sleep-inducing compound that affects the victim's central nervous system.

Upon entering the bloodstream or being ingested, the poison triggers drowsiness and fatigue, leading to a strong urge to sleep.

The victim gradually becomes increasingly lethargic and struggles to stay awake, eventually succumbing to a deep slumber within 1d6+1 minutes.

Deep and Restful Sleep:

The sleep induced by Slumberstrike Toxin is deep and restful, providing the victim with a rejuvenating respite.

The individual experiences a dreamless sleep, completely unaware of their surroundings and unresponsive to external stimuli.

The duration of this sleep effect is 2d3 hours, allowing the victim to regain lost energy and heal from minor ailments or fatigue.

Antidote:

Countering the sleep effect of Slumberstrike Toxin requires a specialized antidote or natural remedy.

The antidote typically includes ingredients that have stimulating or awakening properties, such as extracts from certain herbs, aromatic substances, or concoctions that increase blood flow and enhance alertness.

Administering the antidote or allowing the sleep effect to run its course naturally will eventually awaken the victim.

Name: Thorned Mirage

Type: Uncommon Injected/Ingested Poison

A character makes a poison saving throw against a DC 15.

On a fail the character receives the following effects.

Description:

Thorned Mirage is a potent poison extracted from the spines of the Thorny Catfish, an elusive and dangerous aquatic creature covered in sharp thorns.

The poison is a viscous liquid with a faint shimmer, hinting at the disorienting and illusory effects it inflicts.

Effects:

Within 1d3\*2 minutes, Thorned Mirage induces both disorientation and hallucinations, causing the following effects:

Disorienting Daze:

Thorned Mirage disrupts the victim's sense of spatial awareness and coordination.

The poison creates a disorienting daze, causing the victim to experience difficulty maintaining balance, judging distances, and perceiving their surroundings accurately.

They stumble, lose their bearings, and struggle to perform actions that require precise movements.

Impaired Balance:

The victim's sense of balance is significantly affected by the poison.

They experience difficulty in maintaining equilibrium, often stumbling or swaying unsteadily.

Simple actions like walking or standing become challenging, and they find themselves frequently losing their footing or falling over.

This impairment in balance can make it harder for the victim to move effectively or engage in activities that require stability.

Depth Perception Issues:

Thorned Mirage distorts the victim's ability to judge distances accurately.

They perceive objects or surfaces as closer or farther away than they actually are, leading to misjudgments and clumsiness.

Tasks that require depth perception, such as reaching for objects or gauging the proximity of obstacles, become increasingly challenging.

This results in fumbled attempts, missed targets, and accidental collisions with objects.

Spatial Disorientation:

The victim experiences a disconnection between their perception and their surroundings.

The environment appears distorted, with objects seeming to shift or change position.

This spatial disorientation causes the victim to become confused about their location or direction, making it difficult for them to navigate or find their bearings.

They find themselves turning in circles or taking convoluted paths, struggling to comprehend the layout of their surroundings.

Hindered Motor Skills:

The Disorienting Daze affects the victim's motor skills and coordination.

Their movements become sluggish, imprecise, and jerky as they struggle to execute actions with their usual finesse.

Tasks that require fine motor control, such as manipulating objects or performing delicate actions, become especially challenging.

This hindrance in motor skills affects combat effectiveness, spellcasting, or any activities requiring dexterity.

Hallucinatory Visions:

Thorned Mirage distorts the victim's perception of reality, triggering vivid and perplexing hallucinations.

The victim sees illusions that blend with their environment, warping their senses and distorting shapes, colors, and sounds.

These hallucinations can range from seeing phantasmal creatures or objects to witnessing dramatic changes in their surroundings, leading to confusion and a sense of being trapped within a surreal and bewildering landscape.

Duration of Effects:

The effects of Thorned Mirage typically lasts for 3d6 hours.

The disorientation and hallucinations persist throughout this period, causing ongoing challenges for the victim as they navigate through their distorted perception of reality.

Antidote:

Countering the effects of Thorned Mirage requires a specialized antidote that targets both the disorientation and hallucinations.

The antidote is created using rare herbs with properties that restore balance and clarity of mind.

Skilled alchemists, healers, or herbalists familiar with poison treatment and antidote preparation may be required to craft and administer the antidote.

The antidote gradually alleviates the disorientation and dispels the hallucinations, allowing the victim to regain their sense of balance and perceive their surroundings more accurately.

Name: Thornvine Toxin

Type: Rare Injected Poison

Description:

Thornvine Toxin is a potent poison extracted from the venomous glands of the Vineweed Seahorse, a rare and elusive fish known for its vibrant colors and its habitat among underwater foliage.

The poison appears as a thick, dark green substance with a subtle floral aroma, reminiscent of the seahorse's natural environment.

A character makes a poison saving throw against a DC 19.

On a fail the character receives the following effects.

Effects:

Thornvine Toxin inflicts negative effects on the victim when injected:

Vinebound Ensnarement:

Upon injection, the victim experiences a rapid growth of slender, thorny vines that sprout from the injection site and extend around their limbs.

These vines wrap tightly around their body, restricting movement and causing discomfort.

While not strong enough to immobilize the victim completely, they impede movement and make precise actions more difficult. Speed reduced 20 feet.

The effect lasts for a duration of 2d6 hours, subjecting the victim to a state of restricted mobility.

Overgrowth Sensation:

The poison enhances the victim's perception of plant life and nature.

They become acutely aware of nearby vegetation, able to sense the smallest shifts in plant growth and detect hidden flora.

However, this heightened sensitivity is overwhelming, causing the victim to feel an overpowering connection to nature and potentially becoming easily distracted by even minor plant-related stimuli.

This effect lasts for the same duration as the vinebound ensnarement.

Lingering Floral Essence:

Even after the effects subside, Thornvine Toxin leaves behind a lingering floral essence within the victim's body.

This essence manifests as a faint, pleasing aroma that exudes from their pores.

While mostly harmless, the fragrance can attract insects or small creatures of the natural world, such as butterflies or bees, potentially causing minor disturbances or attracting unwanted attention.

The lingering essence can persist for a period of 36 hours after the initial effects of the poison wear off.

Duration:

Vinebound Ensnarement: 2d6 hours

Overgrowth Sensation: Same duration as the vinebound ensnarement (2d6 hours)

Lingering Floral Essence: 36 hours

Value (GP): 1,500-2,000 GP

Name: Umbral Shadowstrike

Type: Rare Injected Poison

Description:

Umbral Shadowstrike is a potent poison derived from the elusive Shadowfin Eel, a rare fish known for its dark, shadowy appearance and venomous spines.

The poison takes the form of a thick, inky liquid that seems to absorb light, emanating an aura of darkness.

A character makes a poison saving throw against a DC 19.

On a fail the character receives the following effects.

Effects:

Umbral Shadowstrike inflicts negative effects on the victim immediately when injected into the bloodstream:

Veiled Perception:

Umbral Shadowstrike alters the victim's perception of light and darkness.

After injection, the victim's vision is veiled in a monochromatic grayscale, perceiving the world in shades of gray as if in perpetual twilight.

The effect is new to the victim and suffer a -2 to Perception and disadvantage on anything that would require them to perceive the world.

They struggle to discern colors accurately and may have difficulty distinguishing between objects or individuals based on their appearance alone.

This effect lasts for a duration of 2d6 hours, subjecting the victim to a distorted visual experience.

Shadowbound Euphoria:

The venom of the Shadowfin Eel induces a peculiar state of euphoria in the victim.

They experience a sense of heightened elation and pleasure, bordering on intoxication, as if basking in the embrace of shadows.

This effect causes the victim to become more susceptible to distractions, taking unnecessary risks and finding it challenging to focus on tasks that require sustained concentration.

It lasts for the same duration as the veiled perception.

Lingering Umbral Residue:

Even after the effects subside, Umbral Shadowstrike leaves behind a lingering residue within the victim's body.

This residue casts subtle shadows over the victim's thoughts, occasionally leading to moments of introspection or introspective daydreaming.

They find their mind wandering into deep contemplation, losing track of time or conversations momentarily.

The lingering residue can persist for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Veiled Perception: 1d6 hours

Shadowbound Euphoria: Same duration as veiled perception (1d6 hours)

Lingering Umbral Residue: 24 hours

Value (GP): 2,000-2,500 GP

Name: Umbral Venomstrike

Type: Common Injected Poison

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Umbral Venomstrike is an intriguing poison extracted from the venomous spines of the Shadowfin Lionfish, a common yet elusive predator found in murky coastal waters.

The poison presents itself as a dark, viscous liquid, shimmering with a faint iridescence.

Effects:

When injected into the bloodstream, Umbral Venomstrike inflicts unusual but negative effects on the victim immediately:

Shadowbound Euphoria:

Umbral Venomstrike induces a peculiar state of euphoria within the victim, characterized by a heightened sense of detachment from reality and a distorted perception of time.

The victim experiences a surreal, dream-like sensation, which hinders their ability to focus and respond effectively to their surroundings. -1 Int, -1 Wis.

This effect persists for a duration of 1d6 hours, subjecting the victim to an altered state of consciousness.

Enveloping Shroud:

The venom of the Shadowfin Lionfish carries a unique property that causes the victim's body to emit a faint, inky shadow aura.

This aura envelops the victim, making them harder to detect visually. Advantage on hiding/sneaking.

However, the same aura also interferes with their ability to perceive and understand visual information, leading to a temporary disadvantage when relying on sight-based tasks just as perception.

This effect lasts for the same duration as the shadowbound euphoria.

Lingering Murk:

Even after the effects subside, Umbral Venomstrike leaves a lingering murkiness within the victim's mind.

The residual effects cause mild confusion, memory lapses, or difficulty in recalling recent events.

The victim may experience intermittent moments of mental haziness for a period of 24 hours after the initial effects of the poison wear off.

Duration:

Shadowbound Euphoria: 1d6 hours

Enveloping Shroud: Same duration as shadowbound euphoria (1d6 hours)

Lingering Murk: 24 hours

Value (GP): 30-60 GP

Name: Venom of the Scorpion's Sting

Type: Rare Injected Poison

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Description:

Venom of the Scorpion's Sting is a potent poison derived from the rare Scorpion Pikefish, a fearsome creature known for its deadly spikes.

The poison presents itself as a viscous, dark green substance with a pungent, acrid odor, resembling the poison of an actual scorpion.

Effects:

Venom of the Scorpion's Sting inflicts negative effects on the victim when injected into the bloodstream immediately:

Agonizing Toxins:

The venom contains a potent cocktail of neurotoxins that course through the victim's veins, causing excruciating pain.

The victim initially takes (3d10 damage) and (1d12) there after at the beginning of every turn, as they experiences intense, searing agony, making it difficult to focus, concentrate, or perform physical or mental tasks effectively.

The pain persists for a duration of 3d6 hours, subjecting the victim to prolonged suffering.

Paralytic Venom:

The venom's paralytic properties target the victim's nervous system, resulting in temporary paralysis of their muscles.

The victim becomes immobilized and unable to move or take any actions, except for limited eye movement and the ability to breathe.

The paralysis lasts for the same duration as the agonizing toxins.

Lingering Venomous Residue:

Even after the effects subside, Venom of the Scorpion's Sting leaves behind a lingering residue within the victim's body.

The residue causes intermittent twinges of pain, muscle weakness, and an increased vulnerability to future poison effects, giving the victim disadvantage on any new poisons.

The lingering effects can persist for a period of 48 hours after the initial effects of the poison wear off.

Duration:

Agonizing Toxins: 3d6 hours

Paralytic Venom: Same duration as agonizing toxins (1d6 hours)

Lingering Venomous Residue: 48 hours

Value (GP): 800-1,200 GP

Name: Venomous Kobold Extract

Type: Rare Ingested Poison

Description:

Venomous Kobold Extract is a rare and potent poison derived from the venomous glands of the Kobold Anglerfish, a rare aquatic creature known for its toxic secretions. The poison appears as a thick, murky liquid, emanating a pungent, foul odor reminiscent of rotting fish.

Effects:

Venomous Kobold Extract inflicts negative effects on the victim when ingested:

A character makes a poison saving throw against a DC 18.

On a fail the character receives the following effects.

Nauseating Agony:

Upon ingestion, the poison causes intense abdominal pain and crippling nausea, leading to disadvantage on ability checks, saving throws, and attack rolls for a duration of 1d4 hours.

Envenomed Debilitation:

The poison seeps into the victim's bloodstream, causing weakness and reduced physical capabilities.

The victim's Str and Dex scores are reduced by 2 for the same duration as the nauseating agony.

Lingering Malaise:

Even after the effects subside, Venomous Kobold Extract leaves behind a lingering malaise within the victim.

They experience fatigue, general weakness, and a lack of appetite for a period of 24 hours after the initial effects of the poison wear off.

Damage:

In addition to the negative effects, Venomous Kobold Extract also inflicts damage on the victim:

Poison Damage:

The victim takes 2d6 poison damage immediately upon ingestion, and an additional 1d6 poison damage at the start of each subsequent hour for the duration of the poison.

Duration:

Nauseating Agony: 1d4 hours

Envenomed Debilitation: Same duration as the nauseating agony (1d4 hours)

Lingering Malaise: 24 hours

Poison Damage: 1 hour (with damage occurring at the start of each hour)

Value (GP): 300-400 GP

Name: Venomous Spinebrew

Type: Common Injected Poison

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Venomous Spinebrew is a unique poison extracted from the venomous spines of the Basin Stonefish, a deceptive and well-camouflaged predator found in subterranean murky basins and coastal waters. The poison appears as a murky, greenish liquid with tiny suspended particles resembling crushed stone.

Effects:

When injected into the bloodstream, Venomous Spinebrew inflicts immediate negative effects on the victim:

Paralyzing Stings:

The venomous spines of the Basin Stonefish induce paralysis upon injection.

The victim experiences a sudden numbing sensation that spreads through their body, rendering them temporarily unable to move or take any physical actions.

The paralysis lasts for a duration of 1d6 hours, leaving the victim vulnerable and immobile.

Mind Dulling:

The toxins in Venomous Spinebrew affect the victim's mental faculties, causing a temporary dulling of the mind.

The victim experiences difficulty focusing, memory lapses, and reduced cognitive abilities. -2 Int.

Their thoughts become sluggish, making it harder to process information or engage in complex decision-making. This mental dullness persists for a duration of 1d4 hours.

Lingering Weakness:

Even after the effects wear off, Venomous Spinebrew leaves the victim weakened and fatigued.

The paralysis and mental strain take a toll on the victim's body, leaving them physically weakened and mentally drained.

The victim suffers from reduced physical strength and endurance for a period of 24 hours after the initial effects of the poison subside. -2 Str.

Duration:

Paralyzing Stings: 1d6 hours

Mind Dulling: 1d4 hours

Lingering Weakness: 24 hours

Value (GP): 40-80 GP

Name: Venomous Sting

Type: Common Ingested Poison

A character makes a poison saving throw against a DC 12.

On a fail the character receives the following effects.

Description:

Venomous Sting is a common poison extracted from within the venomous barbs of the Scorpion Eel, a predatory creature known for its potent toxins.

The poison is a murky liquid with a faint greenish tint, emitting a subtle, acrid scent.

Effects:

When ingested, Venomous Sting inflicts moderate but temporary effects on the victim:

Numbing Sensation:

The venomous properties of Venomous Sting induce a localized numbing effect on the victim's mouth and throat.

The area that comes into contact with the poison becomes mildly desensitized, resulting in a loss of sensation and taste.

This numbing effect persists for 1d6+1 minutes, making it difficult for the victim to accurately perceive the temperature, texture, or flavor of food and drink.

Mild Debilitation:

Venomous Sting temporarily weakens the victim, causing mild physical debilitation.

The poison induces a sense of lethargy and fatigue, reducing the victim's overall stamina and physical capabilities.

While not severely debilitating, the victim may find themselves tiring more quickly, with reduced endurance for physical exertion or prolonged activity.

Gastrointestinal Discomfort:

Ingesting Venomous Sting triggers mild gastrointestinal distress.

The victim may experience discomfort in the form of stomach cramps, bloating, and mild nausea.

This discomfort typically subsides within a 2d12 minutes, but it can still cause temporary inconvenience and a general feeling of unease.

Antidote:

Countering the effects of Venomous Sting usually involves simple remedies or natural antidotes.

Common methods include consuming specific herbs with digestive properties or consuming substances that enhance blood circulation and help metabolize the poison.

These antidotes typically alleviate the numbing sensation, restore energy levels, and relieve gastrointestinal discomfort.

While the symptoms caused by Venomous Sting are not severe, proper rest, hydration, and a balanced diet may also aid in the victim's recovery.

Name: Wyrm's Bane

Type: Common Ingested Poison

A character makes a poison saving throw against a DC 13.

On a fail the character receives the following effects.

Description:

Wyrm's Bane is a common poison extracted from the venomous glands of the Dragon Nightfish, a mysterious aquatic creature associated with old wives tales of ancient dragons.

The poison appears as a murky, viscous liquid with a subtle, acrid odor.

Effects:

When ingested, Wyrm's Bane inflicts a range of negative effects on the victim depending on the following table:

Dragonfish Type (d12) Energy Type

1 Fire

2 Cold

3 Lightning

4 Acid

5 Poison

6 Radiant

7 Necrotic

8 Psychic

9 Force

10 Thunder

11 Sonic

12 Magical

Elemental Discord:

Wyrm's Bane disrupts the victim's elemental harmony, causing a temporary imbalance in their body.

This imbalance leads to a mild vulnerability or discomfort related to the chosen element associated with the Dragon Nightfish.

For instance, if the Dragon Nightfish is associated with fire, the victim experiences increased sensitivity to heat and heightened susceptibility to fire-based attacks or spells. -2

Draining Vitality:

Wyrm's Bane saps the victim's vitality -1 Con, leaving them feeling weakened and fatigued. The poison drains their energy reserves, causing physical -1 Str and mental sluggishness.

The victim finds their reflexes dulled -2 Dex, their movements slowed -1 Wis, and their thoughts clouded -1 Int.

The draining effect makes it more challenging for the victim to perform physically demanding tasks or engage in mentally strenuous activities.

Disrupted Digestion:

Ingesting Wyrm's Bane disrupts the victim's digestive system, resulting in discomfort and potential gastrointestinal distress.

The victim experiences symptoms such as nausea, stomach cramps, and indigestion.

These effects lasts for 1d6 hours -minus victims constitution ability score in minutes, causing overall discomfort and hampering the victim's ability to eat or consume nourishment effectively.

Antidote:

Counteracting the effects of Wyrm's Bane requires a specialized antidote designed to neutralize the poison's negative effects.

Crafted from rare herbs or ingredients known for their detoxifying properties, the antidote aims to restore the victim's balance and vitality.

Skilled healers, alchemists, or herbalists are usually capable of crafting and administering the antidote.

The antidote gradually alleviates the elemental discord, restores energy levels, and helps normalize the victim's digestion.

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