These are normally meet grocery store poisons and are not considered a full moon list of all available poisons in Athas. Those with skill in gathering components may harvest and develop less-commonly seen poisons .
Assassin bug (injury). The poison of the male assassin microbe causes a flesh-numbing sensation that ends with a severity of the victim ‘s limb. The target must make a DC 10 Constitution saving hold or have disadvantage to all Dexterity-based save throws and checks for 1 hour .
Bleached inix slumber (ingested). Made from mixing sunlight bleached inix bone and epserweed run down, this poison is typically assorted with zest wine. This poison is typically used by bards and templars as a preliminary attack before ambushing rival lord houses, knight templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast arcane spells for 1 hour. Those who fail the saving throw by 5 or more are besides unconscious and may be awakened by taking damage or if another creature uses an legal action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast arcane spells again .
Blight (injury). This poison made from undead distill disrupts the central nervous system ‘s ability to communicate between the brain and the muscles, thereby causing paralysis. A prey must make a DC 10 Constitution saving confuse or become paralyze for 1 hour. The poison creature can attempt a save throw at the end of each of its turns to end the effect.
Cactus venom (injury). When correctly harvested and refined, the venom contained in the bantam theca at the base of a hunt cactus ‘ spine can be made into a fast-acting paralytic agent, distrupting the victim ‘s central aflutter system. The target must make a DC 14 Constitution save or be poisoned for 1 moment. The poison animal is besides paralyzed. The target can repeat the economy throw at the end of each of its turns to end the effect .
Gaj poison gas (inhaled). This noxious gas clogs the victims breathing conduits, making it unmanageable to breathe angstrom well as causing nausea and blur vision. additionally, a irritating prickling of the skin occurs where the accelerator touches exposed pulp. A creature must make a DC 16 Constitution saving throw or take 14 ( 4d6 ) poison damage and have disadvantage on all attacks, saving throws, and abilty checks for 1 minute on a fail save, or half as much damage on a successful one .
Gold scorpion (injury). The poison of the gold scorpio is extremely potent for its bantam size, causing muscleman spasms and loss of lastingness more normally associated with much larger poisonous creatures. The target must make a DC 12 Constitution saving throw or take 13 ( 2d12 ) poison wrong, or half as much damage on a successful one .
Hypnotic brew (inhaled). This is a tasteless, odorless mix of herbs normally peddled in Bard ’ randomness Quarters. It is typically used by bards and mindbender to “ soften up ” a prey before attempting to manipulate or manifest a world power. The target must make a DC 15 Constitution saving throw or suffer a 1d4 penalty changer to saving throws against psionic effects for 1 hour.
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Id fiend essence (contact). A combination of an id devil ‘s blood and cranial fluid can be reduced through a behind boil into a pink fluent that, when absorbed by a targets ‘ skin, causes frightful ocular hallucinations. If left unbridled, these hallucinations can send the victim into blind panic, fleeing from the spiritual world assailants that harass and threaten him. A animal subject to this poison must succeed on a DC 14 Constitution write or be frightened for 1 minute. The creature can attempt a save at the end of each of its turns to end the effect .
Kivit musk (ingested). When ingested, the refined extract from a kivit ‘s musk gland causes constant abdomen pain accompanied by sporadic vomit and diarrhea, the effects sometimes lasting for hours on end. The aim must make a DC10 Constitution saving hurl or be poisoned for 8 hours .
Mastyrial poison (injury). The poison from a defect mastyrial causes internal shed blood, resulting in painful splotchy bruises appearing all over the victim ‘s skin, body chills, and possible bleed from bodily orifices. A prey must make a DC 15 Constitution saving throw or take 24 ( 7d6 ) poison damage on a fail save, or half as much damage on a successful one .
Mulworm Poison (contact). Those who simply come into contact with mulworm poison suffer a dangerous foolhardy ; a far worse destiny awaits those injured by the poison, which attacks the body ‘s immune system, causing a debilitating inability to defend itself from other infections. A animal subject to this poison must succeed on a DC 13 Constitution saving throw or take ( 3 ) 1d6 poison damage and have disadvantage on saves against poison and disease. The poison creature must repeat the write throw every 24 hours, taking ( 3 ) 1d6 poison damage on a fail save. Until this poison ends, the damage caused by the poison can not be healed by any means. After one successful save, the effect ends.
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Purple grass extract (ingested). Made from the purple denounce that grows outside of Urik, this poison both damages the victim, and inebriates them. This poison is not normally used, but herders and gatherers know to avoid it in the areas around Urik. Bards have recently been attempting to find uses for this poison, given the long menstruation of poisoning that follows. Anyone ingesting the establish, which tastes like a delicious dry wine, has their teeth and lips stained purple for 1d8 days. A target must succeed on a DC 13 Constitution saving throw or take 22 ( 4d10 ) poison price and be poisoned for 24 hours in an intoxicated condition. A target that makes the deliver takes ( 2 ) 1d4 points of poison damage .
T’chowb ichor (contact). The lymph nodes and enlarged effort glands found in the hands of the t’chowb can be used to create a gluey touch poison that, like the touch of the creature itself, drains the victim of his wits. A creature discipline to this poison must succeed on a DC 13 Constitution saving throw or have his Intelligence reduced by ( 2 ) 1d4 points. The poison creature must repeat the redemptive throw every 24 hours and have his Intelligence reduced by ( 2 ) 1d4 points on a fail spare. Until this poison ends, the reduction can not be healed by any means. A animal whose Intelligence reaches 0 dies. After one successful save, the effect ends and the points are fully restored after a long rest .
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