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POISON

A giant scorpion grabs Jozan in its pincers and stings him. The wound burns like fire, and pain
spreads through his body, bringing a strange weakness with it. Jozan struggles to free himself from the
pincers, but his arms have become weak, and the scorpion just stings him again. Mialee uses polymorph
other to turn the scorpion into a carp, so Jozan is safe from further harm, but the poison still courses
through his veins. Soon it overcomes him, and he falls helpless to the ground.
When a character takes damage from an attack with a poisoned weapon, touches an item smeared
with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a
Fortitude saving throw. If he fails, he takes the poisons initial damage (usually ability damage). Even if
he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful
Fortitude saving throw. One dose of poison smeared on a weapon or some other object affects just a
single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is
touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on
an object or exposed to the elements in any wayif the vial containing it is left unstoppered, for
instance remains potent until it is touched or used. Although supernatural and spell-like poisons are
possible, poisonous effects are almost always extraordinary.

Type
Poisons can be divided into four basic types according to the method by which their effect is
delivered. A select number of poisons can be delivered by more then one method. Multiple different
poisons cannot normally be mixed together. Each dose must be administrated to the victim in its own
way. There are exceptions using magic and certain delivery systems. A poison filled bloodspike could be
covered with contact poison, for example. The poisons would each then take affect inside the victim, but
they must be kept separate until then.
Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered
via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking
any damage from the attack, the poison can still affect it. A chest or other object can be smeared
with contact poison as part of a trap.
Thrown Flask: If you have a flask of contact poison, you can throw the flask with the intent of
breaking it on your target. This is treated basically the same as if you put it on a thrown weapon
and went for the touch attack, instead of the intent to do damage.
The flask has a range of 10, and the attack is considered a ranged touch attack. This is treated as
both a thrown weapon and ammunition, just like shuriken. Since the flask does no damage in
and of itself, there is no critical range or multiplier.
You can add WSA to a masterwork flask (+6 gp) as you would to any thrown
weapon/ammunition.
It is not a grenade like weapon, so there is no splash effect. Even if you have multiple targets in
the same square, you can still only affect one.
If you miss, there is a 50% chance the flask breaks and is useless. On the other hand, that means
there is a 50% chance your enemy can pick it up and throw it back at you.
No weapon proficiency is required, and it provokes an attack of opportunity.
Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could
administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating
something poisoned. Assassins and other characters tend to use ingested poisons outside of
combat.
Ingested poisons follow the general rules for poisons. They differ only in their method of
application. If you add multiple doses of poison to a meal, Each dose of a digested poison requires
its own saving throw and does its own damage.
When applying multiple doses of poison to a meal, use common sense. If you pour 50 doses of
poison into someones drink, they are going to notice. A good rule of thumb is one dose per
serving, whatever a serving might be for any given food item.
Bloodspike: A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at
one end. To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an
ideal location). Doing this deals 1 point of piercing damage (damage reduction does not apply
when using a bloodspike) and causes the fluid in the narrow vial to be absorbed directly into the
users body. Alternatively, a bloodspike can be thrown as a ranged weapon with a range increment
of 5 feet. The bloodspike deals 1 point of piercing damage if used in this way, with the target
subject to the effects of the bloodspikes contents on a successful hit. No proficiency is required to
use a bloodspike in this way. Regardless of the method of delivery, using a bloodspike is a
standard action that provokes attacks of opportunity. Constructs, elementals, oozes, plants, and
undead are unaffected by bloodspikes.
All of the following is total conjecture and must be approved by your DM before it can be used
in play. While I have every confidence that the following is completely RAI, it is not RAW, and
as such, you should double check before attempting to use any of the following rules.
Since the bloodspike does one point of damage when used as a thrown weapon, it is assumed
that it has a critical range of 20 and a critical multiplier of x2.
A bloodspike normally is used to deliver alchemical substances, but can be used to deliver
potions, or in our case, poisons. While this is not a standard use of the object, the bloodspike
does cause the fluid to be directly absorbed by the body.
Alas, there is no listing for the cost of the bloodspike in and of itself, so we must assume that the
cost is equal to the cost of the cheapest blood spike, which is 50 gp. I suspect that it is actually
25 gp, but you need to run that by your DM. Id just add 50 gp to the base price of one dose of
poison to be on the save side.
There is some conjecture to the possibility that bloodspikes are reloadable. For the purposes of
this guide, we will assume that bloodspikes are not, thus we will treat them like ammunition,
similar to the shuriken. As such, if you wish to enchant one, you need to make a masterwork
bloodspike (+6 gp), and then enchant it as any normal thrown weapon/ammunition.
There are no rules on the creation or filling of blood spikes. I recommend the following:
Assume crafting a bloodspike is a Craft (Weapon) roll of DC 25. Filling one is most likely a
craft (alchemy or poisonmaking) skill roll (depending on what you are putting inside it.) at a DC
of 15. Failing the roll when loading it results in automatic exposure to the poison. This is on top
of the 5% chance of exposure, if one does not have poison use.
While there is a chance of exposure while loading a bloodspike, once loaded there is no chance
of accidental exposure to the poison. This is the benefit of using the bloodspike.
Bloodspikes can carry Contact or Injury poison. Inhaled poisons are rendered inert by the
process of loading into a bloodspike and ingested poisons but be eaten (unless you use a mister).
While contact poisons can be loaded into a bloodspike, this is normally not done, because there
are far more effective uses of contact poison. Contact is sometimes loaded on the outside of the
poison, but it is up to the DM to decide if you would allow an injury and a contact poison to
both work on the same attack. I would rule, yes, but again, one injury and one contact only.
Using two contact or two injury causes them to mix as you use the bloodspike, so as to make
them both ineffective.
Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a
ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard),
the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each
creature within the area must make a saving throw. (Holding ones breath is ineffective against
inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.) Inhaled
poisons do not work underwater, unless they are specifically made to work underwater. If they
work underwater, they no longer work in a normal air-filled environment
Overlapping Gasses: By looking at the example of Osssra oils, I have come to the following
conclusions. Do note, this is speculation on the part of the editor, and only a suggestion.
If multiple doses of an inhaled poison are released in an area, they do not affect the target
multiple times, but instead spread out to cover a wider area.
If multiple different inhaled poisons are released in an area, chances are they cancel each other
out, or create some sort of lesser effect, or whatever the DM wants to happen.
Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction
to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage
from weapons, needles, and the like sometimes contain injury poisons.

Save DC
The Fortitude save DC to avoid the poisons damage. In a select few instances, the save DC may
change depending on the method that the poison is delivered.
You normally cannot craft a poison with a higher DC then what is listed. Certain exceptions may
exist in feats, prestige classes, or other areas of the game, but as a rule, the save DC is the save
DC. Trust me, if someone could have made poison that was nastier then what was available, they
would have done so by now.

Damage
Initial damage is the effect that is inflicted immediately upon failing the saving throw against the
poison. This is broken down into the amount and the type of damage inflicted. Secondary damage only
takes effect if you fail the first saving throw. Secondary takes effect one minute (10 rounds) after
exposure. The number can range from 0 to any random amount. When the damage is against an ability
score, this is the amount rolled to determine the amount of damage done. If it is an effect, then this is the
duration that the effect takes place. Normally damage heals at a normal pace. A few poisons are
permanent.
Ability Score: This type of damage is against Cha, Con, Dex, Int, Str, and/or Wis. The ability is
reduced by the amount rolled, or a set amount, depending on the poison. An ability reduced to 0
incapacitates the target, except in the case of constitution, in which case, the target dies.
Hit Points: Some poisons do a flat amount of damage. In that case, roll damage normally, but the
damage cannot be reduced by any normal means.
Effect (Blindness, Confused, Dazed, Dazzled, Exhausted, Entangled, Feebleminded, Hold Person,
Paralyzed, Sickened, Nauseated, Slow, Stun, Helplessness, and Unconsciousness): All these
effects have a duration measured in rounds, minutes, hours, or days.

Craft DC
A surreptitious dose of poison can bring an enemy down without the risk of a prolonged battle.
Assassins routinely make use of poisonous concoctions, and even some rogues and bards are willing to
accept the risks involved in using such substances. But poisons are not always readily available; even
where they are legal, their purchase often brings unwelcome scrutiny. Thus, it behooves those who would
make frequent use of poisons to brew their own. The Craft DC is the difficulty to perform that process.
The first rule for refining natural poisons, such as an animals venom, into a generally useful
poison is that simply killing the creature and wiping your characters blade on its poison gland doesnt
work. Most creatures poisons are a delicate mixture of various toxins, and that delicate mix is often
disrupted when the creature dies or the poison is exposed to the air. Getting the poison to persist on a
blade and remain effective is a trickier task still. Refining raw materials, such as creature venom, into an
effective poison requires time, determination, and an application of craft.
Not all poisons came with a craft DC. The exact craft DC is left up to your DM. If you want a rule
of thumb, I suggest the following: Normal poisons have a craft DC equal to the Save DC +5.
Positoxins, Ravages, and Ossra Oils would be equal to double the Save DC. This doesnt hold true
in all cases, but its a good rule of thumb.
Craft (Alchemy): Characters with the Alchemy skill can substitute it for Craft (poisonmaking), but
doing so imposes a 4 circumstance penalty on checks related to poisonmaking
Craft (Poisonmaking): The fine art of refining raw materials into effective poisons requires both
patience and care (not to mention discretion, in areas where poisons are outlawed). Making
poisons with the Craft (poisonmaking) skill follows the rules in the Players Handbook for all
Craft skills, with the following exceptions.
Cost: The cost of raw materials varies widely depending on whether the character has access to the
active ingredientthat is, the venom or plant that actually provides the toxin. If a supply is readily
available, the raw materials cost one-sixth of the market price, not one-third. Otherwise, the raw
materials cost at least three-quarters of the market priceassuming the substance in question is for
sale at all.
Amount: To figure out how much poison you are able to create in a week, make a Craft
(poisonmaking) check at the end of the week. If the check is successful, multiply the check result
by the DC for the check. That result is how many gp worth of poison you created that week. When
your total gp created equals or exceeds the market price of one dose of the poison, that dose is
finished. (You may sometimes be able to create more than one dose in a week, depending on your
check result and the market price of the poison.) If you fail the check by 4 or less, you make no
progress that week. If you fail the check by 5 or more, you ruin half the raw materials and have to
buy them again.
Harvesting Venom: Because of the refinement process, raw venom from creatures doesnt command
anywhere near the price of a dose of real poison. There is no open market for poison raw
materials, because the use of poison is often illegal, or at least rarely admitted to. Characters who
hunt creatures for their venom will have a difficult time finding buyers for corpses of poisonous
creatures. If they can find a buyer, characters will typically get 1/6 of the cost of one dose of the
refined version of the poison.

Price
The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any
quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big
cities it can be obtained only from specialized, less than reputable sources.
Good Poisons: Alternately, a DM may decide that so-called good approved poisons are available.
Ravages are rarely banned in respectable cities, since they only affect evil targets and are made
from holy water. Positoxins are also rarely banned, since they only affect undead. Also, note that
the list of poisons in the Angel Tested/Mother Approved section may also be available, as the
DMs so desires. However, one should take note, the reason most poisons are banned because it
makes it easy for low level NPCs to cheap shot high level PCs. Remember the golden rule: he who
has the gold, makes the rules.

Application Size
One dose of poison affects a single weaponlongsword, dagger, dart, arrow, whatever. The
weapons size doesnt matter (no, this isnt entirely realistic, but its significantly easier for gameplay
purposes). Applying a dose to a weapon takes one standard action.

Trap CR Modifier:
If youre designing a trap yourself, modify its Challenge Rating by this amount to account for the
poison. Only injury, contact, and inhaled poisons are suitable for traps. Alas, not all poisons have a listed
trap CR modifier, and there seems to be no standard by which to estimate. The DM will just have to wing
it.

Perils of Using Poison
A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon
or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a
poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.
A poisoned weapon retains its toxicity until it scores a hit or the poison is wiped off (DMG 296).
Exposing yourself to the poison during application doesnt use up that dose of poison.
The same thing happens if the user accidentally poisons himself with his weapon (by rolling a
natural 1 on the attack and failing the DC 15 Reflex save). Again, he hasnt technically scored a
hit on himself (you dont damage yourself with the weapon, for example), so this accidental
poisoning appears to be a freebie.
If someone wielding a weapon is forced to hit himself, (The backbiter spell, or the masterslaying
WSA) then poison is resolved naturally.
Positoxin: A corporeal undead character has a 5% chance of exposing itself to a positoxin whenever it
applies the positoxin to a weapon or otherwise readies it for use. Additionally, a corporeal undead
character who rolls a natural 1 on an attack roll with a positoxin coated weapon must make a DC
15 Reflex save or accidentally poison itself with the substance. A character who can handle
poisons safely, such as an assassin, can ignore these risks. Positoxins are harmless to all other
creatures, including incorporeal undead.

Poison Immunities
Wyverns, medusas, and other creatures with natural poison attacks are immune to their own poison.
Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are
always immune to poison. Oozes, plants, and certain kinds of outsiders (such as tanarri) are also immune
to poison, although conceivably special poisons could be concocted specifically to harm them.

Order of Operation
Sometimes multiple poisons or spell effects or weapon damage goes off at the same time. As a
general guideline, whenever the rules dont stipulate an order of operations for special effects (such as
spells or special abilities), you should apply them in the order thats most beneficial to the controller of
the effect.

Alignment Restrictions
An often asked question about poisons are, Are Poisons Evil? Well, unfortunately, we have two
very different and very contradictory answers that are available from two credible sources:
FAQ: Nothing in the alignment information in the PH or the poison entry in the DMG specifically
describes the use of poison as an evil act. Of course, the purpose to which you put the poison
might well be an evil act: Using poison to murder the local constable is just as evil as knifing him
in a back alley. Its possible that using poison might violate a characters personal moral code, or
the moral code of his faith or cause. For example, if local laws restrict the use of poison, its use
would be considered an unlawful act, which would violate a paladins code (which includes
respect [for] legitimate authority). The DM is the ultimate arbiter of what is or isnt legal in his
campaign. Remember, a characters alignment isnt a set of rules to followits a players
declaration of an intent to play a character a certain way. Declaring your ninja is lawful good
doesnt mean she cant act in a manner considered either unlawful or evil (or both). Repeated
behavior of this sort can and should be construed as a decision on your part that your characters
actual alignmentthat is, the way youve chosen to play the characterdoesnt match her stated
alignment. In this case, the DM is fully within his rights to suggest or even impose an alignment
change on your character. For most characters, this has minimal mechanical impact, although
some classes impose alignment restrictions.
Book Of Exalted Deeds: Poison and disease are generally the tools of evil monsters and characters,
implements of corruption and destruction. If snakes and vermin are associated with evil, as they
are in many cultures, it is usually because of their venom that they are viewed in such a negative
light despite their neutral alignment. Using poison that deals ability damage is an evil act because
it causes undue suffering in the process of incapacitating or killing an opponent. So, for that
reason, only poisons specifically made to target evil, or poisons that do not cause undo suffering
can be used without alignment conflict.
So what is the answer to the question? Well, if one wants to go by RAW, you are screwed. We
cannot determine which answer came first. Both are 3.5. If you go by the printing date, the FAQ would
appear to be the most recent answer, except that we know that the questions were not all answered at the
same time. The FAQ answer could predate the book of exalted deeds. So, if you want to ask us, we have
two answers:
There is no IC reason for limiting PC use of poison. All poisons cause suffering to some degree or
another. Ravages definitely do, yet they are specifically listed as being okay for good aligned
people to use. Ironically, a ravage can do far more damage then most ordinary poisons. So if you
are looking for an in game reason for alignment restrictions on poisons, there are none.
You should limit poison use to evil. The deck is simply stacked against evil in many, many ways.
From a game mechanic perspective, limiting most poisons to evil-only levels the playing field and
creates lines that should not be crossed. The lines are totally artificial and only for game balance,
but frankly, evil is set up to lose in D&D. Dont give one of evils best tools and give it to the
players.
With that said, our best advice is, ask your DM and see how hes going to play it. His vision of his
campaign might be a no holds barred dungeon crawl. Or he might want it to be a classic battle of white
knights vs the most depraved bastards. That will color his viewpoint. So, assuming he wants to make it
hard of good to use poisons, here are the three categories of poisons that would be considered evil-free
Positoxins: Positoxins are special alchemical substances distilled from holy water and laced with
positive energy. To a corporeal undead creature, a positoxin functions much like a poison, usually
dealing initial and secondary ability damage or drain when the target fails a Fortitude save. The
ability damage or drain dealt by most positoxins cant reduce an undead creatures ability score
below 1. Despite their normal immunity to damage or drain to physical ability scores (Str and
Dex), undead are vulnerable to the ability damage or drain caused by positoxins. These substances
actually break down the physical form of the undead, while simultaneously interfering with the
unholy energies that keep the undead creature animated. In fact, any damage dealt to an undead
creatures Str or Dex by a positoxin is actually permanent ability drain, making such substances
feared indeed by such creatures. As supernatural substances, positoxins dont function in
antimagic fields or similar areas. Treat positoxins as poisons for the purpose of spells and effects
such as detect poison, delay poison, and neutralize poison.
Ravages: Besides the curative abilities of clerics and paladins, the powers of good have their own
answer to poison: ravages. Magical traumas that turn the moral corruption of evil creatures into
physical corruption that wracks their bodies. Ravages affect only evil creatures, and are
particularly debilitating to evil outsidersdespite the immunity to poison that is common among
such creatures. Ravages function in a manner similar to poisons. In contrast to most poisons, all
ravages are supernatural. Ravages deal damage only to evil creatures. Any evil creature takes
damage equal to that listed on either, plus its Charisma bonus. An evil elemental or evil undead
takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an
extra 2 points of damage. If more than one kind of damage is listed, the creatures Charisma
modifier and additional damage are added to each kind of damage.
Angel Tested/Mother Approved: There are a limited number or ordinary poisons that do not cause
undo suffering, thus are usable by those of good alignment without fear of needing to go get an
atonement. (Alchemical sleep gas, Amasstartae, Carrion crawler brain juice, Creeping
nullscourge, Crystal scorpion poison, Devilseye, Dark ectoplasm, Drow arrow poison, Drow
knockout poison, Goodbye kiss, Oil of taggit, Sirens breath, Sleep poison, Sleep-smoke, Slow
taint, Snow spider blood, Sssartisss, Stun gas, Trollbane, Underdark blight, Wild dwarf knockout
poison)

Miscellaneous Poison Categories
There are two oddball categories of poisons that need clarifying.
Magic-Infused Poisons (MIP): As masters of their craft and natural manipulators of magical energies,
cruel drow alchemists have discovered ways to infuse spell effects into the venoms they concoct.
Immunity to mundane poisons provides no resistance to these new substances, nor does spell
resistance; however, neutralize poison and slow poison are still effective. A successful dispel
magic against a caster level equal to 1/2 the poisons Fortitude save DC likewise removes its
effects. These poisons are created not only with the Craft (poisonmaking) skill, but also with an
appropriate spell (which must be cast by the creator).
Magic-infused poisons do not work in anti-magic areas, but once they take effect, the damage
remains. The poison continues to count down, so if you get hit with a MIP, fail the first saving
throw, then enter a dead magic zone for the next minute, you will not be affected by the secondary
effect. But if you step out after only 9 rounds, you will be affected on the 10
th
.
Osssra Oils (Smoke): The creations of yuan-ti spellcasters, osssra oils are mixtures of substances that
produce pungent, colorful smoke when burned. Osssra smoke confers benefits on all Scaled Ones
but functions as an inhaled poison for all other creatures. In some cases, direct contact with the oil
in either ignited or unignited form is necessary to receive the benefit. Yuan-ti typically immerse
small pieces of firewood in osssra oil for 1d4 days and then burn them to create the smoke. A
single vial of oil can treat enough wood to fill a 50-foot-square room with smoke for at least 4
hours. If ignited directly, the smoke fills the same area but lasts only 5 rounds. Once ignited by
either method, osssra oil emits a cloud of colored smoke that moves outward from its source as a
spread at the rate of 1 foot per round, to a maximum diameter of 60 feet. Osssra smoke is heavily
scented, but it does not cause coughing, choking, or any other effect associated with tainted or
insufficient air. The secrets of making osssra oils are guarded by yuan-ti tribal elders, and most
humans know too little about them to distinguish one from another. In large cities or pirate ports
where there is little scrutiny from authorities, merchants often sell osssra oils as cooking oils or
scents. Some sellers arrange small demonstrations, using slaves or aging pack-beasts as models
on which to demonstrate the precise effects of their wares. Although some osssra effects closely
resemble those of spells, they are not magical effects. Thus, they cannot be dispelled or prevented
by spell resistance.

Weapon Special Abilities
There are basically three types of poison only ammunition: Grenade-like flasks of Inhaled poison,
Touch attack flasks of Contact poison, and Bloodspikes. Bloodspikes can have Contact, Injury, or
Ingested poison inside, and injury or contact poison outside. That means that any WSAs that you use
with just poison must either effect the target when you hit, but do no damage, or if you must do damage
first, then you need to use a bloodspike. The following is a brief look at the most noteworthy WSAs that
you can use with these forms of ammunition for poisons.
Anarchic, Aquan, Auran, Axiomatic, Holy, Ignan, Terran, Unholy: All these WSAs do the same
thing, they add 2d6 damage and make it easier to hit while eliminating all damage reduction in the
target against your attack. So, for a bloodspike, when you are trying to get through a specific type
of target, it could be very, very useful. Not useful when using a thrown flask.
Aquatic: When using a thrown flask of contact/inhaled poison, or a bloodspike, consider using aquatic
so the poison can work underwater.
Assassination: It does +1d6 extra sneak attack and makes it possible to apply poison risk free to your
weapon. Alas, it is only effective when used on a bloodspike, since that is the only attack that
actually does damage. Still, a bloodspike filled with an ingestion poison on the inside with a
coating of injury poison on the outside would be scary. However, only the outside poison benefits
from the assassination's save DC bonus.
Bane: Only useful when adding it to a bloodspike. Consider using it with the poison zealot's blade,
which targets a specific type of critter off the ranger's favored enemy list.
Brilliant Energy: Very expensive, but an excellent way of getting around armor when your poison
isn't a touch attack.
Burning: Set someone on fire for 1d4 rounds, works on flasks and bloodspikes.
Clouting: Works with flasks and bloodspikes. You can knock your enemy back and possibly stun them
while tossing poison on them.
Corrosive, Flaming, Frost, Shock: Each does an extra 1d6 of energy damage. For 1d4, you can look
at desiccating, psychokinetic, and sonic.
Deadly Precision: If you plan on sneak attacking with a bloodspike, this adds an extra 1d6.
Distance: Doubles the range of your weapon.
Exhausting: This causes you to become fatigued, which might be nice with a poison that causes
fatigue like alforna, because the exhausting WSA would work first, then the secondary damage
would render the target exhausted.
Exit Wound: Only with bloodspikes, your attack would only do an extra 1d6 and the damage to the
first target hit. However, if you also used the WSA toxic, any contact or injury poison you apply to
the outside would work twice.
Explosive: Exploding flasks/bloodspikes. Not that impressive as far as damage goes, but scary as all
get out.
Force: You do force damage and over come most forms of damage reduction. A good choice for a
bloodspike.
Ghost Strike: Lets you sneak attack undead. Nuff said.
Hideaway: Lets you fold up your flask/bloodspike so you can hide it. Great choice for would-be
assassins.
Impedance: Makes it more difficult for your target to use magic for 1d6 rounds. Great with
Cha/Int/Wis poisons targeting the correct spellcaster.
Magebane: If you hate arcane spellcasters, consider using this with assassinate. The poison will have a
higher DC based on the weapon bonus, and magebane increases the weapon bonus by +2 for a +1
WSA.
Merciful: And extra +1d6 of nonlethal damage for use with a bloodspike when you wish to
incapacitate.
Mindcrusher: Will DC 17 or take 1 point of wisdom damage. Nice to stack with any Wisdom poisons.
Radiant Holding: You can only use this on flasks that are loaded into a gnome calculus, and it is
useless with inhaled poisons, so use it only with contact poison. It makes the attack a ranged touch
attack (useless), but also causes the attack to do 1 point of damage and make the target make a will
save at DC 17 or be held (Hold Monster) for 9 rounds. By adding damage, you open up a wind
number of WSAs that only work when you cause damage, thus making your flask of contact
poison effectively work like a bloodspike.
Revealing: Surrounds the target with faerie fire for one round. Meh.
Rusting: Works with flask or bloodspike, you effectively destroy the target's armor, which eats into
your loot, but if you are trying to wear someone down, you do what you gotta do.
Seeking: Hate cover? Displacement? Blurring? Invisibility? Make it easier to hit them. Simple.
Sending: On a natural 20 you get to teleport the target up to 1700 miles. For a +4 bonus on a flask or
bloodspike, it's sort of a hail mary, but you never know.
Strength Sapping: Fort save of DC 15 or your target becomes exhausted, a -6 to str and dex. Combine
with dex poison to make the perfect dragon killer.
Subjugating: Will save 20 or become shaken, which is a 2 to saving throws, which helps the poison
take effect.
Torturous/Imp. Torturous: Stun the target for one round with a Fort DC of 12/17 respectively.
Toxic: Alas, it only works on contact or injury poison, but it does double the number of uses of a
poison. The problem is, when throwing a flask of contact poison, it only works once. Only
consider using it with a bloodspike.
Virulent: Only works with injury or contact poison, but in a flask of contact poison, the poison would
take effect in 5 rounds, not 10. Very useful for stepping up the damage.
ABOLETH OIL
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 19
Initial Damage: 0 N/A
Secondary Damage: Perm Transform
Craft DC: 30
Cost: 2500 gp
Trap CR Modifier: 3
Transformation takes 1d4+1 minutes. A transformed creature must remain moistened with cool, fresh water
or take 1d12 points of damage every 10 minutes. The slime reduces the creatures natural armor bonus by 1
(but never to less than 0).
Editor (Aboleth Mucus): Listed in savage species is a substance called Aboleth mucus. However, despite
similarities, this is the actual poison. In fact, with Aboleth mucus costing only 20 gp for what is
basically a save or die, I would actually go so far as to recommend that aboleth mucus be banned.
Editor: As it stands, this is painful, but will take a great deal of time to kill someone. Needing to make two
saves before it takes effect is also a great deal of effort for a poison that costs 2,500 gp. Its a cool
effect, best reserved for people who want to torture someone, not someone who wants to quickly kill
someone.

ADLEVINE EXTRACT
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 14
Initial Damage: 1d4 Wis + Special
Secondary Damage: 2d6 Wis
Craft DC: 20
Cost: 150 gp
Trap CR Modifier: 0
Gain +2 Con Bonus. Temporary ability score increases last 1d10 minutes.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A strange poison that makes you tougher while making you stupid. For someone who made
wisdom a dumps stat, this could drop you into a nightmare filled coma with a few bad rolls. With luck,
you are someone with a grand fortitude save and can avoid those 1s The problem is, a potion of Bears
endurance is 300 gp. Basically, unless you need an edge in an anti-magic zone, this poison sucks.
Editor (Bloodspike): Cost: 200 gp. Consider adding mindcrusher and subjugating WSAs to speed up the
erosion of the targets will save.

ALCHEMICAL SLEEP GAS
- FORGOTTEN REALMS CAMPAIGN SETTING (3.0)
Type: Inhaled
Save DC: 15
Initial Damage: 1 Uncon (Min)
Secondary Damage: 1d4 Uncon (Min)
Craft DC: 25
Cost: 30 gp
Trap CR Modifier: (?)
This liquid evaporates quickly when exposed to air, creating a temporary, mildly toxic cloud that puts
living creatures to sleep. You can throw a flask of sleep gas as a grenade-like weapon. It has a range
increment of 10 feet. On a direct hit (splashes have no effect because the gas dissipates instantly), a living
target must succeed on a Fortitude save (DC 15) or fall asleep for 1 minute. After 1 minute, the target must
make another Fortitude save (DC 15) or sleep 1d4 additional minutes. The sleep gas affects creatures that
are immune to magical sleep effects but not creatures that are immune to poison. Spells and effects that
cancel or counter poisons (such as neutralize poison) are effective against the gas. The gas affects only one
creature of Small or larger size. The gas affects all creatures of Tiny or smaller size in the 5- foot square
where it strikes. The Alchemy DC to make alchemical sleep gas is 25.
Note: A sleeping creature is helpless. Slapping or wounding awakens the creature, but normal noise does
not. Awakening the creature is a standard action.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: For the price, this is one of the better poisons. Not too expensive, very limited target range so you
can use it without fear of hitting your allies, okay Fortitude save, and it knocks people out, which is
basically save-or-suck. Alas, its 3.0, but besides that, its an excellent choice for anyone who can find
someone to sell it.

ALFORNA
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d2 Str
Secondary Damage: N/A Fatigue
Craft DC: 15
Cost: 75 gp
Trap CR Modifier: 1
Fatigue caused by the secondary effects of alforna is treated normally.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Lousy save DC, lousy damage, 3.0, and its a tad bit pricy. Its only saving grace is that it does
fatigue to the target, but that fatigue isnt timed. You have to take care of it like you would normally.
Still, much better in a trap then on a sword. Consider using it with the WSA exhausting.

AMASSTARTAE (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 13
Initial Damage: 1d4 Hold person (Rds)
Secondary Damage: 1d6 Slow (Rds)
Craft DC: (?)
Cost: 750 gp
Trap CR Modifier: (?)
The green smoke produced by this oil is shot through with twinkling silvery metallic flecks that resemble
sparks. Its smell is often described as prickle-nose spicy. Amasstartae oil is produced by combining sap
from the leaves of the silverthorn weed with a distillate of crushed and boiled scales from any salt-water
fish. Amasstarte oil grants the benefit of a cure light wounds spell to any Scaled One who pours a vial of it
into a bath and soaks in the resulting mixture for at least 1 hour. The effects are cumulative for multiple
hours.
Editor (Hold Person): The subject becomes paralyzed and freezes in place. It is aware and breathes
normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a
new saving throw to end the effect. (This is a full-round action that does not provoke attacks of
opportunity). A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant
swim and may drown.
Editor (Slow): An affected creature moves and attacks at a drastically slowed rate. A slowed creature can
take only a single move action or standard action each turn, but not both (nor may it take full-round
actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature
moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures
jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and
dispels haste.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: Hard to come by, expensive, low save DC, but it is a save-or-suck poison that affects an area and
lingers for a long time. I can see a raid on a bar with the officers putting this smoke at all the exits.

AMAUNAUTH
- SILVER MARCHES (3.0)
Type: Injury
Save DC: 18
Initial Damage: 2d4 HP
Secondary Damage: 1d3 Uncon (Hrs)
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: (?)
Also known as greenflower for its rich green leaves, which open in a starburst close to the ground,
amaunauth is a hardy broadleaf ground weed. It grows across colder areas of the North, from the Dessarin
Valley north to where ice or snow always lies. If eaten raw, amaunauth is harmful to humans, elves, orcs
and all goblinkin, and their half-kin, but has no effect on dwarves, gnomes, halflings, fey creatures, and
gnolls, nor on horses, goats, sheep, roth, and deer. The poison called amaunauth is brewed from the sap or
internal juices of the weed. An herbalist can concoct amaunauth by crushing the leaves of the plant, boiling
whole plants, or even dissolving the leaves in alcohol (Alchemy or Knowledge [herbalism] check, DC 15,
and one days work to manufacture). A single plant can produce 1d4+2 doses.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: Its 3.0, does an average of 5 hps to start and after a minute, drops the target for a number of hours.
Now, that save DC isnt anything to sneeze at, and its not too expensive. Its still more of an NPC
poison, then one Id recommend to players.

ANERMIS
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 16
Initial Damage: 1d4 Str
Secondary Damage: 2d4 Str
Craft DC: 20
Cost: 750 gp
Trap CR Modifier: 5
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Expensive as heck, low initial damage, slightly above average DC, and 3.0 to boot. I recommend
against this poison.

ARSENIC
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 13
Initial Damage: 1 Con
Secondary Damage: 1d8 Con
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: 0
Editor: The king of poisons in the real world is quite tame in D&D. Below average save, above average
price, ingestion only, and lousy initial damage makes for two thumbs down from this editor. Note, in
the real world, it can kill you in moments. Not sure why it got nerfed. Still, it is con damage, which is
the best, so dont discount it when trying to kill someone who you know has a low fortitude save.

ASABI MIST
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 12
Initial Damage: 1d4 Con
Secondary Damage: 1d4 Con
Craft DC: 20
Cost: 1000 gp
Trap CR Modifier: 3
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Inhaled area of effect con damage, Yay!. Save DC 12, boo. 1000 gp cost, boo. Thumbs down.

BALOR BILE
- BOOK OF VILE DARKNESS (3.0)
Type: Contact
Save DC: 25
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 25
Cost: 1000 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Nice Save DC, okay damage. Priced to reflect it. Consider using with the WSA Strength Sapping.

BANELAR ESSENCE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 11
Initial Damage: 2d4 Con
Secondary Damage: 1d3 Uncon (Hrs)
Craft DC: 15
Cost: 300 gp
Trap CR Modifier: 2
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: Lousy Fort save, but an average 5 points of con damage on the first save is nice, followed by a
save-or-suck 10 rounds later. Its a push.

BASILISK BREATH
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 17
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: 26
Cost: 2500 gp
Trap CR Modifier: (?)
Affects outsiders otherwise immune to poison.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: It affects outsiders, in an area effect inhaled poison and has a above average DC while doing con
damage. Except for the price tag, I like it.

BATTASSS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 15
Initial Damage: 1d4 Wis
Secondary Damage: 1d4+2 Sleep (Rds)
Craft DC: (?)
Cost: 1000 gp
Trap CR Modifier: (?)
The ruby-red smoke emitted by this oil flickers with random darker threads and smells like scorching
milk. Battasss oil is made from palm oil and the petals of the tiny white wildflower known as fallen snow.
When inhaled by a Scaled One, battasss smoke produces extreme clarity of mind. During this time, the
Scaled One requires no Concentration check to perform any action, regardless of distractions or
combinations of effects that might ordinarily impair spellcasting or performance. Furthermore, the affected
reptile gains a +5 bonus on Will saves. These effects persist for as long as the Scaled One inhales the
smoke and for 3d6 minutes thereafter.
Editor: As far as poison goes, Ive seen better.

BEBILITH VENOM
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 20
Initial Damage: 1d6 Con
Secondary Damage: 2d6 Con
Craft DC: 20
Cost: 900 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Nice injury con poison over all. A good pick.

BEE VENOM
- ORIENTAL ADVENTURES (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1 Con
Secondary Damage: 1 Con
Craft DC: (?)
Cost: 90 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: As far as poisons go, not that impressive. What makes it nice is that it should be a craft check 16 to
make and only cost you 15 gp in materials. Frankly, bees are easy to come by, so making this poison
on your own should be easy, so you can put it on everything at very little personal cost.

BELLADONNA
- MONSTER MANUAL 1 (3.5)
Type: Ingested
Save DC: 13
Initial Damage: 1d6 Str
Secondary Damage: 2d6 Str
Craft DC: 15
Cost: 30 gp
Trap CR Modifier: (?)
Editor: Cheap as heck and a plant based poison, so you should have no problem making it with major
creation and the like.
Editor (Bloodspike): An excellent choice for a bloodspike. Consider the WSA strength sapping as well as
virulent, because the secondary damage is so much better then the primary.

BLACK ADDER VENOM
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 11
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: 1
Editor: For the price, it is an excellent buy for con damaging poison. The save DC sucks, but the price is
amazing.

BLACK LOTUS EXTRACT
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 20
Initial Damage: 3d6 Con
Secondary Damage: 3d6 Con
Craft DC: 35
Cost: 4500 gp
Trap CR Modifier: 8
Editor: Plant based poison begging to be made with major creation. Expensive as all get out, its THE
assassin poison of choice against poor Fortitude save targets. Targets with good Fortitude saves are
likely to resist, and that means you are out 4,500 gps.
Editor (WSAs): On top of the obvious of putting it on the outside of a bloodspike, you can throw it in a
flask. Consider using with assassination so as to increase the save DC. With a bloodspike, use exit
wound and toxic to get two for the price of one. Hideaway gives you a better place to hide it. If you are
firing your flask from a gnome calculus, radiant holding might paralyze your enemy long enough for
the secondary damage to kick in. Subjugating lowers the targets save by 2. Finally, virulent is also a
good choice, because that secondary damage cannot happen soon enough.

BLACK PIPER VENOM
- ORIENTAL ADVENTURES (3.0)
Type: Injury
Save DC: 14
Initial Damage: 1d4 Str
Secondary Damage: 1d6 Str
Craft DC: (?)
Cost: 150 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A below average poison all around.

BLASPHEMIX
- COMPLETE SCOUNDREL (3.5)
Type: Injury
Save DC: 22
Initial Damage: N/A Special
Secondary Damage: -1 Divine CL
Craft DC: 22
Cost: 750 gp
Trap CR Modifier: (?)
Said to be refined from the spilled ichor of a demon, devil, or other fiend, blasphemix corrupts not only the
body but also the soul. Perpetually warm, greasy, and possessed of a vile blackness that seems to writhe of
its own accord, blasphemix is further profaned by prayers and chants to dark, ancient, and wholly evil
powers. This liquid foulness impedes the power of faith and hinders even the most devout clerics access to
his deity. Despite its origin, this poison affects creatures of all alignments and faiths. If the subject of this
poison fails the initial saving throw, its ability to cast divine spells is hindered. For the next 10 rounds, the
subject must succeed on a caster level check (DC 15 + spell level) each time it attempts to cast a divine
spell. Failure means the spell is lost and has no effect. Regardless of the outcome of the initial save, failing
the secondary save applies a 1 penalty to the victims caster level for all divine spells it casts for the next
12 hours. If a creature is subjected to another dose of blasphemix before the effect of the first dose has run
its course, the duration of the first doses effect ends. In addition to a Craft (poisonmaking) check, creating
a dose of blasphemix requires a successful DC 15 Knowledge (religion) check.
Editor: If you hate clerics, this is the poison for you.
Editor (WSAs): Adding on mindscrusher to lower the targets wisdom could be good, considering the
primary target of this poison. Also consider impedance, to stack on more caster level checks.

BLOODROOT
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 12
Initial Damage: 0 N/A
Secondary Damage: 1d4/1d3 Con/Wis
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: 1
Editor: Planet based so major creation fodder. Regardless, the poison sucks.

BLOODWINE (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Injury
Save DC: 11
Initial Damage: 1d4 Cha
Secondary Damage: 2d4 Cha
Craft DC: 22
Cost: 250 gp
Trap CR Modifier: (?)
This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and
other undead with a vulnerability to garlic. Such creatures take a 2 penalty on their Fortitude saves to
resist damage. Though normally delivered by injury, it can also be consumed by a living creature to deliver
it to a vampire or similar blood draining creature via ingestion. A single dose, if consumed by a living
creature, remains in the bloodstream for 12 hours. Any undead creature draining blood from a creature that
has ingested bloodwine must make a Fortitude save as if it had been injured by a weapon bearing the
positoxin, though the save DC drops to 9.
Editor: Well, many vampires skimp on charisma as a dump stat, so this could be effective, but the save DC
is so low as to render it more of an annoyance then a threat.

BLUE ANEMONE OIL
- STORMWRACK (3.5)
Type: Contact
Save DC: (?)
Initial Damage: 1d4/1d4 Str/Dex
Secondary Damage: Perm Blindness
Craft DC: (?)
Cost: 400 gp
Trap CR Modifier: 4
Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus
to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength-
and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All opponents are considered to have total concealment (50% miss chance)
relative to the blinded character.
Editor: Alas, we do not know the Save DC of Blue anemone oil. I have searched the length and breadth of
the internet, but not even my Google-fu can bring about any credible source. The best I have found is
the suggested value of 13,14, or 15. These are guesses made by a number of different sources and
frankly, nobody has a definitive answer. By RAW, since it has no DC, it has no saving throw, which
makes it the only poison in the land that works automatically without a save. Considering it does
permanent blindness, I am unwilling to believe that is the RAI. As a DM, It clearly is a typo. I would
suggest a DC 14 and be done with it. That said, permanent blindness. Nice.

BLUE FROG PASTE
- SERPENT KINGDOMS (3.5)
Type: Contact
Save DC: 19
Initial Damage: 1d4 Dex
Secondary Damage: 2d6 Paralysis (Min)
Craft DC: (?)
Cost: 500 gp
Trap CR Modifier: (?)
The otherwise harmless bright blue frogs of the Serpent Hills secrete a unique poison that the lizardfolk of
Kalran have learned to harvest. Mixing it with other natural substances produces a highly toxic oil suitable
for applying to weapons.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: Nice poison for NPCs, bad choice for PCs. Still, not a bad save DC for the cost.

BLUE WHINNIS
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1 Con
Secondary Damage: 1d3 Uncon (Hrs)
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: 1
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: Con damage, slightly below save DC, followed by save-or-suck. Not bad.

BONESHARD PASTE (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Contact
Save DC: 13
Initial Damage: 1 Perm Str Loss
Secondary Damage: 1d4 Perm Str Loss
Craft DC: 26
Cost: 750 gp
Trap CR Modifier: (?)
This positoxin includes bone fragments in its recipe, giving it a pale color.
Editor: It sucks. The undead Id want to use it on would laugh at the DC, and the cost is too high to use it
on zombies.

BONESPEAR POISON FUSION
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 25
Initial Damage: 2d4/2d4 Str/Dex
Secondary Damage: 2d4/2d4 Str/Dex
Craft DC: (?)
Cost: 3100 gp
Trap CR Modifier: 6
Editor: BOOM, baby!
Editor (WSAs): Strength sapping or exhausting are good choices, because both lower dexterity AND
strength.

BRAIN DUST
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 12
Initial Damage: 1 Confusion (Min)
Secondary Damage: 1d4 Wis
Craft DC: 20
Cost: 1300 gp
Trap CR Modifier: 2
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Confused): Befuddled and unable to determine a course of action. A confused characters actions
are determined by rolling d% at the beginning of his turn: 0110, attack poisoner with melee or ranged
weapons (or close with poisoner if attacking is not possible); 1120, act normally; 2150, do nothing
but babble incoherently; 5170, flee away from poisoner at top possible speed; 71100, attack nearest
creature (for this purpose, a familiar counts as part of the subjects self). A confused character who
cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any
special advantage when attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A
confused character does not make attacks of opportunity against any creature that it is not already
devoted to attacking (either because of its most recent action or because it has just been attacked).
Editor: Want a crowd of people to try and kill each other? Here you go. Alas, as far as poisons that cause
confusion, you are looking at the best you are going to get.

BURNING ANGEL WING FUMES
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 18
Initial Damage: 1d6 Cha
Secondary Damage: 2d6 Cha
Craft DC: 27
Cost: 2800 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Primarily a I-Hate-Sorcerers-And-Bards poison. As far as charisma poisons go, its the best, and
you pay for it.

BURNT OTHUR FUMES
- DUNGEON MASTER'S GUIDE (3.5)
Type: Inhaled
Save DC: 18
Initial Damage: 1 Perm Con Loss
Secondary Damage: 3d6 Con
Craft DC: 25
Cost: 2100 gp
Trap CR Modifier: 6
Editor: OUCH! Perm con drain followed by 3d6 and its an area of effect inhaled. More for an NPC then a
PC, but still, impressive.

CARRION CRAWLER BRAIN JUICE
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 13
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 0 N/A
Craft DC: 15
Cost: 200 gp
Trap CR Modifier: 1
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: Its a save-or-suck. The saving throw is below average, but it does have the saving grace that it is a
contact poison, meaning the actually delivering the poison to the target isnt as hard. Overall, its not a
bad choice for people who are trying to take other alive at low levels.
Editor (WSAs): Radiant holding is a good choice and has a nice synergy to it.

CAVE TERROR
- UNDERDARK (3.5)
Type: Ingested
Save DC: 20
Initial Damage: 1 Confusion (Min)
Secondary Damage: 1d4 Int
Craft DC: (?)
Cost: 200 gp
Trap CR Modifier: 0
Distilled from cave creeper fungus, this poison can be made with a DC 25 Craft (alchemy) check.
Editor (Confused): Befuddled and unable to determine a course of action. A confused characters actions
are determined by rolling d% at the beginning of his turn: 0110, attack poisoner with melee or ranged
weapons (or close with poisoner if attacking is not possible); 1120, act normally; 2150, do nothing
but babble incoherently; 5170, flee away from poisoner at top possible speed; 71100, attack nearest
creature (for this purpose, a familiar counts as part of the subjects self). A confused character who
cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any
special advantage when attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A
confused character does not make attacks of opportunity against any creature that it is not already
devoted to attacking (either because of its most recent action or because it has just been attacked).
Editor: Made from plants, so its major creation fodder. In order to be effective, you need to add it to a
bloodspike.

CELESTIAL ESSENCE (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d6 Wis
Secondary Damage: 2d6 Wis
Craft DC: 28
Cost: 400 gp
Trap CR Modifier: (?)
This viscous golden substance seems almost to shine with an inner radiance.
Editor: Against a low wisdom undead, this could drop him for a while, but the save DC makes that
unlikely.

CELESTIAL LIGHTSBLOOD (RAVAGE)
- BOOK OF EXALTED DEEDS (3.5)
Type: Ingested
Save DC: 20
Initial Damage: 1d4 Dex
Secondary Damage: 1d4 Con
Craft DC: (?)
Cost: 2500 gp
Trap CR Modifier: 0
This rare substance is as ethereal as pure alcohol, though it is not intoxicating. A pure silvery color, it first
slows and then sickens creatures it affects.
Editor: Way too expensive for not that impressive of a return and ingested to boot. Pass.

CHILBLAIN BRAIN JUICE
- FROSTBURN (3.5)
Type: Injury
Save DC: 12
Initial Damage: 1 Dex
Secondary Damage: 1d4 Dex
Craft DC: (?)
Cost: 110 gp
Trap CR Modifier: 2
Editor: Sucks, but fairly cheep.

CHOLDRITH TOXIN
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 15
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 2d4 Con
Craft DC: 20
Cost: 1200 gp
Trap CR Modifier: 3
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: Expensive for what it does, and the save DC does not impress me. That said, if it works, its save-
or-suck. Id save the 1,000 gp and get carrion crawler brain juice instead. That one has a lower save
DC by 2, but its contact, and this one is an injury poison, and the CCBJ isnt likely to accidentally kill
your target. If your goal is to kill the target, there are far better choices.

COLOSSAL CENTIPEDE POISON
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 23
Initial Damage: 2d6 Dex
Secondary Damage: 2d6 Dex
Craft DC: 30
Cost: 900 gp
Trap CR Modifier: 4
Editor: You are looking at the best dex based poison you can buy. Gargantuan centipede poison has a
better save DC, but the damage is only 1d8. This better over all by damage dice and price.

COLOSSAL PURPLE WORM POISON
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 27
Initial Damage: 1d6 Str
Secondary Damage: 2d6 Str
Craft DC: 30
Cost: 1400 gp
Trap CR Modifier: 5
Editor: Strangely enough, besides the better save DC, there isnt much to recommend this poison over the
original. Still, its got some oomph. Double the price for only +3 to the save DC? Meh.

COLOSSAL SCORPION VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 33
Initial Damage: 1d10 Con
Secondary Damage: 1d10 Con
Craft DC: 35
Cost: 9900 gp
Trap CR Modifier: 8
Editor: Black lotus may have to volts, but this ones got the amps. Not as much damage as Black lotus
poison, but its got the single best save DC that you can find in a con drain. Better yet, but the black
lotus inside a bloodspike, and put this poison on the outside.

COLOSSAL SPIDER VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 28
Initial Damage: 2d8 Str
Secondary Damage: 2d8 Str
Craft DC: 28
Cost: 1900 gp
Trap CR Modifier: 6
Editor: Dragon bile has better damage, this has the best save DC.

CONE SNAIL VENOM
- STORMWRACK (3.5)
Type: Injury
Save DC: 12
Initial Damage: 1d4 Con
Secondary Damage: 1d6/2d6 Con/Paralysis (Min)
Craft DC: (?)
Cost: 120 gp
Trap CR Modifier: 2
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: Lousy save DC, fairly cheap. Up front, the con damage ofblack adder venom is better, but on the
backend, this is a superior poison. Alas, who expects your enemies to still be alive in ten rounds?

CONFLAGRATION OOZE ESSENCE
- DUNGEONSCAPE (3.5)
Type: Contact
Save DC: 19
Initial Damage: 1d4/2d4 Con/HP (fire)
Secondary Damage: 1d4/2d4 Con/HP (fire)
Craft DC: (?)
Cost: 850 gp
Trap CR Modifier: 4
This deals fire damage in addition to Constitution damage. Creatures that have immunity to poison still
must save to avoid taking damage. Creatures that have immunity to fire still must save to avoid taking
Constitution damage.
Editor: Some assassins just want to see the world burn. May I recommend adding it to a bloodspike, inside
and out, then adding the WSA burning, so you can set your enemies on fire, big time.

CREEPING NULLSCOURGE (MIP)
- DROW OF THE UNDERDARK (3.5)
Type: Injury
Save DC: 20
Initial Damage: 5 SR
Secondary Damage: 5 SR
Craft DC: 25
Cost: 1000 gp
Trap CR Modifier: (?)
Used during bouts of drow infighting, on failed save this poison drains 5 points of the targets spell
resistance. The secondary damage also drains 5 points of spell resistance. Lost spell resistance returns at the
same rate and by the same means as ability score damage. This poison can be created with a DC 25 Craft
(poisonmaking) check and an assay spell resistance spell.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: A DC 20 poison that lowers SR by FIVE on initial and final contact! Requires Assay Spell
Resistance to create, but talk about a great effect! Consider putting it in a bloodspike with Creeping
nullscourage on the inside and outside AND add in the WSA Shattermantle. That should get your
targets SR to bottom out in a hurry.

CRETCHWATER OIL, GHOSTS
- GHOSTWALK (3.0)
Type: Injury
Save DC: 13
Initial Damage: 1 Con
Secondary Damage: 1d2 Con
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: 1
This green oil smells strongly of crushed green plants. It does damage depending on the target type.
Against ghosts, it functions as greenblood oil.

CRETCHWATER OIL, LIVING
- GHOSTWALK (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d2 Dex
Secondary Damage: 1d2 Dex
Craft DC: 15
Cost: 150 gp
Trap CR Modifier: 1
This green oil smells strongly of crushed green plants. It does damage depending on the target type.
Against living creatures, it acts as Small monstrous centipede poison.

CRETEL LEAF RESIDUE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 14
Initial Damage: 1d4 Con + Special
Secondary Damage: 1d6 Con
Craft DC: 20
Cost: 150 gp
Trap CR Modifier: 0
Gain +2 Dex Bonus. Temporary ability score increases last 1d10 minutes.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Con drain, Good! Bonus to Dex, bad Its a weird one, thats for sure.

CRIPPLING VINE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 13
Initial Damage: 1d4/1d4 Str/Con
Secondary Damage: 0 N/A
Craft DC: 15
Cost: 180 gp
Trap CR Modifier: 3
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A Str/Con drain that has no secondary damage, is contact, and not that expensive. I recommend
putting it on the outside of a bloodspike and add strength sapping with a good ingested strength poison.
Belladona is cheap, but lich dust is a much better choice.

CRYSTAL SCORPION POISON
- SANDSTORM (3.5)
Type: Contact
Save DC: 19
Initial Damage: 0 N/A
Secondary Damage: 1d4/1d4 Helpless (Hrs)/Entangled (Days)
Craft DC: 25
Cost: 1500 gp
Trap CR Modifier: 2
Distilled from the venom of monstrous scorpions, this alchemically treated (Craft [alchemy] DC 25) poison
is often sought out by warlords or assassins who want to see a victim suffer for days. The process of
treating the venom renders it translucent, but with the refractive qualities of a perfect prism when held up to
the light in a clear container.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: Despite the claim that this is sought out by those who want to see the victims suffer for days, it
does not actually cause any suffering, in and of itself. While the victim is helpless, you can make him
suffer, but that is not a quality intrinsic to the poison itself. Thus this poison is usable by those of good
alignment.

CULUM POWDER
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 12
Initial Damage: 1 Dex
Secondary Damage: 1d4 Dex
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Honestly, I dont see the point, other then its easy to make. Not even worth a bloodspike.

DARK ECTOPLASM
- GHOSTWALK (3.0)
Type: Injury
Save DC: 18
Initial Damage: 1d6 Cha
Secondary Damage: 1d6 Cha
Craft DC: 25
Cost: 700 gp
Trap CR Modifier: (?)
This gray-black material is made from corrupted ectoplasm and is the bane of many ghost abilities. It is a
poison that affects only ghosts and usually is enough to temporarily disable the more dangerous ghost
abilities.
Editor: I dont know about enough to temporarily disable anything, but there arent many poisons that
target undead, so work with what you got.

DARK REAVER POWDER
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 18
Initial Damage: 2d6 Con
Secondary Damage: 1d6/1d6 Con/Str
Craft DC: 25
Cost: 300 gp
Trap CR Modifier: 0
Editor: Now this is begging for a bloodspike. Cheap Con damage, good save DC. Excellent choice for the
assassin on a budget. If your DM allows bloodspikes to use ingested poison, this moves to purple.

DARKEYE
- SHARN: CITY OF TOWERS (3.5)
Type: Ingested
Save DC: 12
Initial Damage: 1 Paralysis (min)
Secondary Damage: 1 Con + Special
Craft DC: 25
Cost: 50 gp
Trap CR Modifier: 0
This foul substance acts as an ingested poison. However, if the victim fails his saving throw against the
secondary damage, the paralysis continues and he must make another save after a minute has passed. If he
fails, he remains paralyzed, loses another point of Constitution, and must save again the following minute.
This continues until the victim makes a successful saving throw. During the period of paralysis, the victim
is poised on the brink of life and death. Some victims see visions of their past, while others hear the voices
of departed friends and family. The experience sensitizes the victim to the emanations of the beyond. For
an hour after consuming darkeye, the victim gains +1 effective caster level when casting any sort of
necromantic spell; this is increased to +5 when casting speak with dead. Darkeye is terribly bitter, and a full
dose (2 ounces) is required to have any effect.
Editor: Ineffective as a poison for others, handy for a necromancer to have lying around, or any cleric who
chats with the dead on a regular basis.

DARKLIGHT BREW
- DROW OF THE UNDERDARK (3.5)
Type: Injury
Save DC: 23
Initial Damage: 2d6/1d6 Con/Str
Secondary Damage: 1 Blindness (Hrs)
Craft DC: 28
Cost: 1500 gp
Trap CR Modifier: (?)
Darklight ore is powdered and cut with a mild acid to create this poison. The radiation of the ore is
diminished greatly in this process, but its effect becomes acute when it is introduced into the bloodstream.
This poison can be made with a DC 28 Craft (poisonmaking) check. The blindness from the poison lasts for
1 hour.
Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus
to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength-
and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All opponents are considered to have total concealment (50% miss chance)
relative to the blinded character.
Editor: A DC 23 poison that deals an initial 2d6 Con and 1d6 Strength damage, and blindness as a
secondary effect! It's ridiculously expensive, but is made from darklight ore, which means that it can
be crafted with Major Creation. A great high level poison.

DEATHBLADE
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 20
Initial Damage: 1d6 Con
Secondary Damage: 2d6 Con
Craft DC: 25
Cost: 1800 gp
Trap CR Modifier: 5
Editor: Good Save DC, okay damage, good secondary, expensive price. Its a push. Now, this poison does
the exact same thing as bebilith venom, but for 900 gp more. However, bebilith venom is 3.0 and never
updated for 3.5, so availability might be an issue.

DEVILSEYE
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 21
Initial Damage: 1 SR
Secondary Damage: 1d3 SR
Craft DC: 22
Cost: 1000 gp
Trap CR Modifier: (?)
Affects outsiders otherwise immune to poison Damage to SR returns at the same rate as ability score
damage
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: This and basilisk breath both affect outsiders that are generally immune to poisons. Reducing Spell
resistance at one point a dose might take forever, but you work with what you got.

DOUBT BOMB
- FIEND FOLIO (3.0)
Type: Inhaled
Save DC: 15
Initial Damage: 1d6 Wis
Secondary Damage: 1d6 Wis
Craft DC: (?)
Cost: 500 gp
Trap CR Modifier: (?)
This small ceramic sphere contains a chemical mixture intended to over stimulate the doubt centers in the
brain. The bomb can be thrown as a grenade-like weapon. A thrown bomb shatters on impact, creating a
cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15
negates). Ethergaunts are immune to the effects of doubt bombs. A doubt bomb has a market price of 500
gp.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: The best wisdom drain you can find. Unfortunately, you are unlikely to ever find one to buy.

DRAGON BILE
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 26
Initial Damage: 3d6 Str
Secondary Damage: 0 N/A
Craft DC: 30
Cost: 1500 gp
Trap CR Modifier: 6
Editor: The best initial strength damaging poison on the market.

DROW ARROW POISON
- SAVAGE SPECIES (3.0)
Type: Injury
Save DC: 17
Initial Damage: 1 Uncon (Min)
Secondary Damage: 2d4 Uncon (Hrs)
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: (?)
Drow arrow poison is an injury poison (Fortitude DC 17) that causes unconsciousness. After 1 minute, the
injured creature must make a second Fortitude save (same DC) or remain unconscious for 2d4 hours.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: As written, drow arrow poison is different from the knockout poison, both in DC and in price. So,
while it may seem like this poison was replaced in 3.5, technically, it was not. I recommend using both
poisons. The cheaper knockout poison for the rank and file drow, and the superior arrow poison for the
nobility. Now, that said, this poison rocks. If you can find it, buy it. Its by far the best poison for its
value. True, you need to take the time to slit your enemies throats, but it will do the job. Oh, and note,
nothing says you have to put the poison on arrows. Any weapon that causes injury should do.

DROW KNOCKOUT POISON
- UNDERDARK (3.5)
Type: Injury
Save DC: 13
Initial Damage: 1 Uncon (Min)
Secondary Damage: 2d4 Uncon (Hrs)
Craft DC: 15
Cost: 75 gp
Trap CR Modifier: (?)
Drow are renowned for their use of unconsciousness inducing poison in subterranean ambushes. The dark
elves carefully guard the secret of their venom, and it is exceedingly difficult to find it outside drow realms
and outposts.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: At only 75 gp, this DC 13 or unconsciousness poison costs 12.5 gp/hit if you have the materials at
hand, and unconsciousness is a damned good condition effect. Best to hit an opponent with a con-
reducing poison first to lower their saves. Good as a low-level poison. Noted as being distilled from
fungi and roots in C. Scoundrel. That all said, if you have the option to get the superior arrow poison,
take it.

DUNEWINDER VENOM
- SANDSTORM (3.5)
Type: Injury
Save DC: 20
Initial Damage: 1d8 Con
Secondary Damage: 1d8 Con
Craft DC: (?)
Cost: 1000 gp
Trap CR Modifier: 3
Editor: A good, solid poison for your blade. The 1d8 is slightly better then 1d6, but the save DC is what
makes this kick. Alas, the cost is fairly high, but injury con poison usually is.

DUTHLAHHASS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 16
Initial Damage: 2d6 Feeblemind (Min)
Secondary Damage: 2d4 Dex
Craft DC: (?)
Cost: 2000 gp
Trap CR Modifier: (?)
This oil produces a bright amber smoke with a smell similar to that of sizzling seaweed or burnt moss.
Humanoids sometimes describe the scent as fiery or nose-clearing. Duthlahhass oil is prepared from
mint, the bark of certain tropical trees, and the sap of the greater jungle cling-vine. In Scaled Ones,
duthlahhass smoke induces dream-sleepa deep, relaxed slumber in which they receive visions from their
own subconscious minds and occasionally their deities. The effects of dream or suggestion spells cast upon
them by other beings may also manifest during such a sleep. Dream-sleeping Yuan-ti can retrieve
memories (such as where or how they hid something long ago, or snatches of overheard conversation) with
crystal clarity. A dream-sleeper awakens immediately upon taking damage; otherwise the sleep lasts for
2d4 hours after the initial duthlahhass contact (regardless of whether or not the smoke is gone).
Editor (Feeblemind): The targets Intelligence and Charisma scores each drop to 1, giving it roughly the
intellect of a lizard. The affected creature is unable to use Intelligence- or Charisma-based skills, cast
spells, understand language, or communicate coherently. Still, it knows who its friends are and can
follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle,
or wish spell is used to cancel the effect of the feeblemind, or the poison expires. A creature that can
cast arcane spells, such as a sorcerer or a wizard, takes a 4 penalty on its saving throw.
Editor: Most smoke burns for a hours, so you can use it to block an exit or entrance to an area. Perhaps
when you are making a raid on a building and want to take people alive. Especially effective against
arcane spellcasters. Or, while it would be expensive as all get out, keep logs of this burning day and
night in a holding cell that is in the middle of an antimagic zone when you are trying to keep a wizard
prisoner.

EKTHARISSS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 11
Initial Damage: 1d6 Str
Secondary Damage: 1d4 Str
Craft DC: (?)
Cost: 1250 gp
Trap CR Modifier: (?)
The dark purple smoke generated by this oil is highlighted by occasional puffs of a slightly lighter blue
color. Its smell is reminiscent of fresh-cut lemons or limes. Ektharisss oil is distilled from the sap of the
nightshadow jungle plant, which can be easily recognized by its shield-sized, brilliant purple leaves.
Ektharisss alters the body density of Scaled Ones in contact with its smoke, enabling them to use levitate as
a spell-like ability at will for as long as they are in contact with the vapors (maximum weight 200 lbs.).
Yuan-ti often use this ability to reach high ledges, doors, or openings leading to treasure storage areas.
Some also use it to rest, study, or work above the reach of distractions or hostile beings. Extreme care is
required, however, since normal weight returns the instant contact with ektharisss smoke is lost, making
falls quite likely. As with the spell, the affected creature must be willing to rise, and objects can be lifted
only by a Scaled One in contact with the smoke.
Editor: It burns for hours, yet with that save DC its not really worth it. Still, if you are a scaled one, being
able to fly is down right cool.

ELEMENTAL RIME
- COMPLETE SCOUNDREL (3.5)
Type: Injury
Save DC: 16
Initial Damage: 1d4 Dex + Special
Secondary Damage: 1d4 Dex
Craft DC: 18
Cost: 200 gp
Trap CR Modifier: (?)
This frosty blue liquid is concocted from ice found in frozen regions of the Elemental Plane of Air or
Water. No amount of heat can totally dispel the coldness that emanates from elemental rime, which
partially freezes those exposed to it. If the subject of the poison fails the initial saving throw, in addition to
taking 1d4 points of initial and secondary Dexterity damage, it gains vulnerability to fire for 10 rounds. In
addition to a Craft (poisonmaking) check, creating a dose of elemental rime requires a successful DC 15
Knowledge (the planes) check.
Editor: At 200g, this is cheap to make, and though the save DC is low at 16, forcing a creature to gain Fire
Vulnerability can set up some awesome combos with a blaster mage. A duskblade, for example, can
hit his opponent with Elemental Rime poison, and then swift action cast a Scorching Ray at the
opponent. Also requires Knowledge (the Planes) to make.
Editor (WSAs): You definitely want to look into burning as well as flaming if you plan on using this
poison. This is definitely funny to use against a red dragon, because it would remove his immunity and
give him vulnerability, so you could burn him to death. Pure comedy.

EYEBLAST
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 22
Initial Damage: 1 Blindness (Min)
Secondary Damage: Perm Blindness
Craft DC: 23
Cost: 500 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus
to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength-
and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All opponents are considered to have total concealment (50% miss chance)
relative to the blinded character.
Editor: Great poison. Technically it would be considered a good poison, but for some reason the idea of
making someone blind for the rest of their life doesnt strike me as good. Still, as defined by what is
an evil poison, this one is fine for paladins to use. Still, for the price and the save DC, its awesome.

FAELE (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 17
Initial Damage: 2d6 Con
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 2500 gp
Trap CR Modifier: (?)
This oil produces a deep blue smoke laced with occasional streamers of bright emerald hue. Its reek is
similar to the sickly-sweet death smell of rotting human or elf flesh. Faele oil consists of human or elf
blood mixed with a distillate of boiled boar brain. Faele smoke grants a Scaled One a +4 circumstance
bonus on all Fortitude saving throws. Furthermore, any hit point damage taken by a Scaled One under its
effects is reduced by 1 point per die, or by 1 point per attack if no die roll is involved. These benefits persist
for 1d4 hours from initial contact with faele smoke. Continued contact after that period does not extend the
effect, nor does any new contact with it renew the benefits until 24 hours have elapsed from the expiration
of the previous effect.
Editor: Four hours of con draining smoke? Holy crap, this is some nasty stuff.

FANG DRAGON VENOM
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 15
Initial Damage: 1 Con
Secondary Damage: 0 N/A
Craft DC: 20
Cost: 300 gp
Trap CR Modifier: 2
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Wow. This blows chunks.

FARALIN
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 14
Initial Damage: 1d4 Dex + Special
Secondary Damage: 1d6 Con
Craft DC: 20
Cost: 150 gp
Trap CR Modifier: 0
Gain +2 Str bonus. Temporary ability score increases last 1d10 minutes.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: It makes you stronger, you get more clumsy, and maybe you lose 6 con which is -3 HP per level
and you fall over dead. Its cheap, Ill give you that.

FIRE CORAL EXTRACT
- STORMWRACK (3.5)
Type: Contact
Save DC: 13
Initial Damage: 1 Nausea (Min)
Secondary Damage: 1d4 Dex
Craft DC: (?)
Cost: 150 gp
Trap CR Modifier: 2
Editor (Nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a single move action per
turn.
Editor: Cost wise, this is the cheapest nausea poison that can be used on a weapon and works for a
significant amount of time.

FISH GLUE
- DROW OF THE UNDERDARK (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d4 Dex
Secondary Damage: 1 Sickened (Hrs)
Craft DC: 18
Cost: 100 gp
Trap CR Modifier: (?)
The body oil of captured kuo-toas is used to create this poison, which is named for the rigidity it causes in
the joints of the victim and its characteristic fishy smell. It can be crafted with a DC 18 Craft
(poisonmaking) check. The sickness from the poison lasts for 1 hour.
Editor: Its cheap and you get what you pay for.

FUANTEI SHI
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 18
Initial Damage: 2d6 Con
Secondary Damage: 1d6/1d6 Con/Dex
Craft DC: (?)
Cost: 300 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: This needs a bloodspike, BAD. Its cheap and effective and in a bloodspike could ruin someones
day in a hurry.

GARGANTUAN CENTIPEDE POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 26
Initial Damage: 1d8 Dex
Secondary Damage: 1d8 Dex
Craft DC: 20
Cost: 950 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: An awesome poison for low Dex targets, and very economical.

GARGANTUAN SCORPION VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 23
Initial Damage: 1d8 Con
Secondary Damage: 1d8 Con
Craft DC: 32
Cost: 3300 gp
Trap CR Modifier: 5
Editor: An awesome poison with a great save DC and good con damage. Not the best, since the random
factor might result in a whiff, but I wouldnt sneeze at it.

GARGANTUAN SPIDER VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 20
Initial Damage: 2d6 Str
Secondary Damage: 2d6 Str
Craft DC: 26
Cost: 850 gp
Trap CR Modifier: 4
Editor: Good strength drain and good save DC. Excellent choice for the price. Definitely include it with
strength sapping or other strength reducing WSAs.

GARGANTUAN WYVERN POISON
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 21
Initial Damage: 2d6 Con
Secondary Damage: 2d6 Con
Craft DC: 25
Cost: 5000 gp
Trap CR Modifier: 7
Editor: A good con damage poison, but way over priced.

GIANT WASP POISON
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 18
Initial Damage: 1d6 Dex
Secondary Damage: 1d6 Dex
Craft DC: 20
Cost: 210 gp
Trap CR Modifier: 3
Editor: A great dex poison for the price. Definitely one for the would be assassin on a budget. The next
logical step up from yeti oil. Also identical to huge centipede poison.

GOLDEN ICE (RAVAGE)
- BOOK OF EXALTED DEEDS (3.5)
Type: Contact
Save DC: 14
Initial Damage: 1d6 Dex
Secondary Damage: 2d6 Dex
Craft DC: (?)
Cost: 1200 gp
Trap CR Modifier: (?)
This crystalline substance is cold to the touch, though it doesnt melt except at infernally high temperatures.
Evil creatures subjected to it feel its cold spreading throughout their bodies.
Editor: Only worth mentioning for the feat "Touch of Golden Ice". Otherwise, this sucks.

GOODBYE KISS
- COMPLETE SCOUNDREL (3.5)
Type: Ingested/Injury
Save DC: 15
Initial Damage: 1 Exhaust (Hrs)
Secondary Damage: 1 Exhaust (Hrs) or Uncon (Hrs)
Craft DC: 15
Cost: 350 gp
Trap CR Modifier: (?)
A sweetly flavored tincture distilled from many of the same fungi and roots used in making the drows
infamous sleeping poison, this venom is a standby of poisoners who dont want to harm their victims.
Goodbye kiss is a favorite of lotharios, swindlers, and others who want to avoid being followed. It can
either be added to food (ingested) or used to coat a small needle (injury); the save DC is the same
regardless of the method of application. A subject who fails either the initial or the secondary save becomes
exhausted for 1 hour. Failing both saves renders the subject unconscious for 1 hour instead.
Editor (Exhausted): Tired to the point of significant impairment. An exhausted character moves at half
speed and takes a 6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted
character becomes fatigued. A fatigued character becomes exhausted by doing something else that
would normally cause fatigue.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: A good poison, okay price, and it has versatility, being able to be used in food or on a weapon. It
isnt as useful in combat as one would like, but its a nice poison to keep with you as a general purpose
poison.

GORGONS HAIR
- COMPLETE SCOUNDREL (3.5)
Type: Contact
Save DC: 16
Initial Damage: 1d6 Str
Secondary Damage: 1d4 Str
Craft DC: 18
Cost: 300 gp
Trap CR Modifier: (?)
This versatile contact poison is named for a clever murderer who would coat her long hair in this
concoction before seducing her victims. Clear and a little greasy, this toxin makes surfaces it is applied to
look slightly wet, shiny, or cosmetically accented. It is unusual in that it does not affect those who already
have it in their system. Thus, many who use gorgons hair ingest a dosea mildly unpleasant actbefore
coating themselves with the poison. Those who fear being attacked by gorgons hair might also protect
themselves by consuming the poison. Typically, a would-be poisoner mixes a dose of gorgons hair with a
liquid and drinks the concoction. After ingesting the toxin, that creature is immune to its effect for 24
hours. An immune creature can safely apply a dose of gorgons hair to a hand or appendage to envenom an
unarmed strike or natural attack. Only the first successful attack is affected; all attacks made afterward,
even in the same round, do not deliver the poison.
Editor: As poisons go, it is meh. Its the fact that you can become immune to it and use it in funky ways is
what makes it worth considering. And it isnt that expensive, either.

GRAVEDUST (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Contact
Save DC: 10
Initial Damage: 1 Perm Dex Loss
Secondary Damage: 1d4 Perm Dex Loss
Craft DC: 20
Cost: 100 gp
Trap CR Modifier: (?)
This gray-brown powder derives its name from its resemblance to the grime common to tombs and other
long closed areas.
Editor: Gravedust and Boneshard Paste should be easy to manufacture with Major Creation, or possibly by
cutting up the skeletons you just defeated. Overall, the poison sucks, but its one of the few poisons
that affects the undead, and its cheap, so keep it in mind.

GRAY WHINNIS
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 20
Initial Damage: 1d4 Con
Secondary Damage: 1d6x10 Paralysis (Min)
Craft DC: 20
Cost: 3000 gp
Trap CR Modifier: 4
Paralysis caused by the secondary effect of gray whinnis lasts for 1d6x10 minutes.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: Good save. Meh damage. Con poison is good, cost is bad. Id make this poison and sell it, I would
never use it.

GREENBLOOD OIL
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 13
Initial Damage: 1 Con
Secondary Damage: 1d2 Con
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: 1
Editor: Lousy. Cheap. You get what you pay for.

GREENSICKNESS
- DUNGEONSCAPE (3.5)
Type: Inhaled
Save DC: 33
Initial Damage: 2d6/1d4 Str/Con
Secondary Damage: 2d6/1d4 Str/Con
Craft DC: (?)
Cost: 4000 gp
Trap CR Modifier: 7
Editor: Its got a killer DC, the best in an inhaled poison youll find. Its from the plague brush in MMIII.
The internet estimates the craft DC should be about 40.An excellent choice for major creation. And it does
Strength AND con damage. The only down side is the cost.

HALROOT
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 13
Initial Damage: 1d2 Wis
Secondary Damage: 1d2 Wis
Craft DC: 15
Cost: 150 gp
Trap CR Modifier: 1
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: The cheapest wisdom injury poison available.

HOOLOOND (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 16
Initial Damage: 1d6 HP
Secondary Damage: 2d6 Uncon (Min)
Craft DC: (?)
Cost: 1500 gp
Trap CR Modifier: (?)
This oil generates a yellow-green smoke shot through with momentary jets of red smoke that resemble licks
of flame. The scent of hooloond smoke is often likened to the minty smell of fresh-cut jungle vines or
melons, though it is much stronger. Hooloond oil contains the blood of a constrictor snake and the venom
of a viper. At least 3 minutes of continuous contact with hooloond smoke heals a Scaled One of 1d4+2
points of damage. An individual can gain this benefit twelve times in swift succession if opportunity
permits, but the smoke wont affect that particular reptile again for a full 24 hours after its last healing.
Yuan-ti often plan their battles so that they can fight in continuous contact with hooloond smoke (for
example, inside a smoke cloud or smoke-filled room). Doing so allows them to receive this healing
automatically every 3 minutes.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: If it wasnt a cloud that lasted for four hours, Id downgrade it to orange. For the price, this sucks,
for a scaled one, not so bad.

HORROR WEED EXTRACT
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 20
Initial Damage: 1 Wis
Secondary Damage: 2d4 Wis
Craft DC: 25
Cost: 600 gp
Trap CR Modifier: 6
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Way too pricey for what it does.

HUGE CENTIPEDE POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 18
Initial Damage: 1d6 Dex
Secondary Damage: 1d6 Dex
Craft DC: 20
Cost: 210 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: For dex poison, its above average. A solid poison to use on a weapon, especially for the price. A
good step up from yeti oil. It is identical to giant wasp poison

HUGE SCORPION POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 26
Initial Damage: 1d8 Str
Secondary Damage: 1d8 Str
Craft DC: 25
Cost: 1200 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: On the pricy side, but check out that save DC! Good strength damage as well. A solid injury poison
for the advanced assassin.

HUGE SPIDER VENOM
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 22
Initial Damage: 1d8 Str
Secondary Damage: 1d8 Str
Craft DC: 20
Cost: 1000 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: For 200 gp more you can have huge scorpion poison. Meh.

HUGE WYVERN POISON
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 19
Initial Damage: 2d6 Con
Secondary Damage: 2d6 Con
Craft DC: 20
Cost: 4000 gp
Trap CR Modifier: 6
Editor: Expensive, but at an average con damage of 7, it can truly ruin someones day.

ICE TOAD BILE
- FROSTBURN (3.5)
Type: Contact
Save DC: 12
Initial Damage: 1d4 Str
Secondary Damage: 1d4 Uncon (Hrs)
Craft DC: (?)
Cost: 250 gp
Trap CR Modifier: 4
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: Way overpriced for what it does.

ICEGAUNT DUST
- FROSTBURN (3.5)
Type: Inhaled
Save DC: 14
Initial Damage: 1d6 Con
Secondary Damage: 2d4/2d4 Con/Dex
Craft DC: (?)
Cost: 1500 gp
Trap CR Modifier: 6
Editor: Way overpriced for what it does.

ID MOSS
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 14
Initial Damage: 1d4 Int
Secondary Damage: 2d6 Int
Craft DC: 15
Cost: 125 gp
Trap CR Modifier: 0
Editor: Its plant based, which means major creation fodder. As far as int drain goes, its not horrible for
the price. Alas, you really need to put it in a bloodspike and get close enough to hit.

ILLITHID MINDSCORCH
- DROW OF THE UNDERDARK (3.5)
Type: Inhaled
Save DC: 22
Initial Damage: 1d6 Int
Secondary Damage: 1d6 Int
Craft DC: 27
Cost: 1000 gp
Trap CR Modifier: (?)
The brain matter of recently slain illithids can be distilled, capturing some of its psionic potential and
creating this extremely rare poison. Though it is a liquid in its basic form, it is ineffective unless reduced to
an aerosol and absorbed through the nasal passages of the victim. It can be created with a DC 27
(poisonmaking) check, though the DC is reduced by 5 if the creator has ranks in Knowledge (psionics) or
Psicraft or has levels in a psionic character class (see Expanded Psionics Handbook). Illithids immediately
try to devour the brains of anyone they catch with this substance.
Editor: The best Int damaging poison money can buy. If you want to ruin a wizards day, this is simply
awesome. You dont even need to hit them, just nearby. Great for wizards who love invisibility.

INSANITY MIST
- DUNGEON MASTER'S GUIDE (3.5)
Type: Inhaled
Save DC: 15
Initial Damage: 1d4 Wis
Secondary Damage: 2d6 Wis
Craft DC: 20
Cost: 1500 gp
Trap CR Modifier: 4
Editor: Most likely the best wisdom drain youll be able to find. Still, fairly overpriced.

ISHENTAV
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 13
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 25
Cost: 500 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Way overpriced for what it does.

JADE WATER (RAVAGE)
- BOOK OF EXALTED DEEDS (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d4 Wis
Secondary Damage: 1d4/1d4 Int/Wis
Craft DC: (?)
Cost: 350 gp
Trap CR Modifier: (?)
Jade is a potent substance, noted for its effects on certain kinds of evil supernatural creatures. Jade water is
simply holy water with a suspension of jade crystals that takes on unusual potency as a ravage.
Editor: One of the few ravages that doesnt do permanent damage, its kinda meh. However, against an
undead who casts spells based on wisdom, it wouldnt be that bad, for the price. It gets green because it
might be useful in a limited number of circumstances, but in those circumstances, its good at what it
does.

JALASSS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 16
Initial Damage: 1d4 Int
Secondary Damage: 1d6 Int
Craft DC: (?)
Cost: 1000 gp
Trap CR Modifier: (?)
This oil produces white smoke shot through with short-lived, rainbow-like bands of iridescence. Its smell is
like that of burning paint or strongly dyed fabric. Jalasss oil is a distillate of crushed snails and the sap of
the launteenean edible plant native to the wild floral hotlands. Jalasss smoke instantly and permanently
banishes the effects of all enchantment spells from the minds of Scaled Ones in contact with it and makes
them immune to such effects for 1d4 hours after contact ceases. Contact with ignited jalasss oil for 1 round
maximizes this extension but deals damage as burning oil.
Editor: Exactly the sort of smoke Id roll into a wizards guild.

JELLYFISH
- ORIENTAL ADVENTURES (3.0)
Type: Contact
Save DC: 16
Initial Damage: 2d12 HP
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 300 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it. There is another poison that does the
exact same thing and is 3.5, that is Sassone leaf residue.
Editor: Unlike most con poisons that are no where near as effective against low level targets as against
higher level targets who have more HP to lose, this does an average of 13 points of poison damage.
Excellent choice against low level targets where extra HP of damage is more important then Con
damage. And it is still affordable at low levels.

JERUKU ROPU
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 16
Initial Damage: 1d6 Dex
Secondary Damage: 1d6 Dex
Craft DC: (?)
Cost: 210 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A solid dex poison, for the price.

JERUKU ROPU SMOKE
- ORIENTAL ADVENTURES (3.0)
Type: Inhaled
Save DC: 15
Initial Damage: 2d4 Dex
Secondary Damage: 2d4 Dex
Craft DC: (?)
Cost: 750 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Not happy with the save DC, but an average of 5 dex damage in an area effect? Not bad for 750 gp.

KETSU
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 13
Initial Damage: 1 Con
Secondary Damage: 1d8 Con
Craft DC: (?)
Cost: 120 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it. There is another poison that does the
exact same thing and is 3.5, that is arsenic.
Editor: Kinda cheap, but you get what you pay for.

KISS OF THE GRAVE (MIP)
- D&D ONLINE: IMMORTALITY AND MORTALITY (3.5)
Type: Contact
Save DC: 20
Initial Damage: 1d4 Con
Secondary Damage: Perm Mortality
Craft DC: (?)
Cost: 5000 gp
Trap CR Modifier: (?)
Crafting this poison also carries the prerequisites of Craft Wondrous Item and bestow curse. The secondary
damage causes immortal creatures, such as fey, to become mortal and renders all creatures unable to be
raised or resurrected. The secondary damage is permanent and can be reversed only with a miracle or wish
spell.
Editor: Just call it what it is, AND STAY DEAD. Alas, there is a flaw. If you die before the secondary
damage, you can be resurrected as normal. So, it could be a little tricky to pull off. Although, the way
it reads, it works on any immortal. If you got a way of making a god auto-fail and can figure out how
to poison someone who is immune to poison, then this might give you a fighting chance.

KIREI-KO
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 15
Initial Damage: 1 Dex
Secondary Damage: 2d4 Dex
Craft DC: (?)
Cost: 500 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Way overpriced for what it does.

LAERISSS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 14
Initial Damage: 2d4 HP
Secondary Damage: 2d6 HP
Craft DC: (?)
Cost: 300 gp
Trap CR Modifier: (?)
The brown smoke generated by this oil smells like burning olives. Laerisss oil contains certain crushed
insects and the roots of several floating swamp plants. Laerisss smoke causes a quickening of reactions in a
Scaled One that manifests as a +2 bonus on all Reflex saves. This effect lasts for 3d6 minutes from initial
contact. The same individual cannot be affected again for 1d4 hours, even if it remains in contact with the
smoke.
Editor: Smoke that just does damage every round for 4 hours. Cool.

LARGE CENTIPEDE POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 16
Initial Damage: 1d4 Dex
Secondary Damage: 1d4 Dex
Craft DC: 18
Cost: 150 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A solid choice, for the price.

LARGE SCORPION VENOM
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 18
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 20
Cost: 200 gp
Trap CR Modifier: 3
Editor: A solid step up from large spider venom. Worth the 25 gold difference.

LARGE SPIDER VENOM
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 16
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 18
Cost: 175 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: If you are looking to do strength damage, then this is the best choice for the price. When you are at
low levels, this strength poison has good damage, superior DC, and a good price, when compared to
the other poisons that do strength damage.

LICH DUST
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 17
Initial Damage: 2d6 Str
Secondary Damage: 1d6 Str
Craft DC: 20
Cost: 250 gp
Trap CR Modifier: 0
Editor: A solid choice, for the price.

LICHBANE (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Injury
Save DC: 17
Initial Damage: 1/1/01 Perm Int/Wis/Cha Loss
Secondary Damage: 1d4/1d4/1d4 Perm Int/Wis/Cha Loss
Craft DC: 34
Cost: 650 gp
Trap CR Modifier: (?)
This bone-white unguent is equally dangerous to all spellcasting undead, as well as to those that depend on
mental ability scores for their special attacks. The initial damage is permanent drain.
Editor: Well, against undead spellcasters, this will ruin their day, eventually. Definitely one to keep in
mind.

LIFEBANE
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 20
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: 25
Cost: 2000 gp
Trap CR Modifier: (?)
Damage is vile damage
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Vile damage is a pain in the ass to heal, and vile ability damage, doubly so. This is one nasty
poison to use, and it has a price to match.

LIQUID MORTALITY (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Injury
Save DC: 20
Initial Damage: 1d4 Perm Str Loss
Secondary Damage: 2d4 Perm Str Loss
Craft DC: 40
Cost: 1250 gp
Trap CR Modifier: (?)
This potent oil is thought by most undead creatures to be mere myth. Any undead creature whose Strength
is reduced to 0 by this positoxin is utterly destroyed.
Editor: What makes this so awesome isnt the damage, its the fact that it utterly destroys undead. Whats
that mean? For example, I strength drain a lich to nothing. Well, technically, no. When he regrows
his strength is still a 0. He is utterly destroyed, again. Expensive, hard to apply in the quantities
necessary to work effectively, but, there you go.

LOCKJAW
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 11
Initial Damage: 1 Can't Speak (Min)
Secondary Damage: 2d6 Con
Craft DC: 15
Cost: 250 gp
Trap CR Modifier: 0
Characters affected by lockjaw cant speak or use spells with somatic components.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Ingested and a low DC, but prevents all speech & somatic components. As-is, it completely shuts
down spellcasters, but I think it's clear that the designers meant that it would prevent all VERBAL
components. It gets a green instead of an orange, just because its unique and nothing else does what it
does.

MALYSS ROOT PASTE
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 16
Initial Damage: 1 Dex
Secondary Damage: 2d4 Dex
Craft DC: 20
Cost: 500 gp
Trap CR Modifier: 3
Editor: Overpriced and ineffective.

MEDIUM CENTIPEDE POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 13
Initial Damage: 1d3 Dex
Secondary Damage: 1d3 Dex
Craft DC: 15
Cost: 110 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Weak and ineffective, but cheap. A good choice for low levels. If you have the option, go with yeti
oil, instead.

MEDIUM SCORPION POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 15
Initial Damage: 1d4 Str
Secondary Damage: 1d4 Str
Craft DC: 18
Cost: 175 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A solid poison, slightly over priced, but a good work horse. Id use large spider venom instead, if
given a choice.

MEDIUM SPIDER VENOM
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d4 Str
Secondary Damage: 1d4 Str
Craft DC: 15
Cost: 150 gp
Trap CR Modifier: 2
Editor: A solid poison, slightly over priced, but a good work horse.

MEGAPEDE POISON
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 44
Initial Damage: 2d6/1d4 Con/Dex
Secondary Damage: 2d6/1d4 Con/Dex
Craft DC: (?)
Cost: 24000 gp
Trap CR Modifier: 11
Editor: Okay, now, we are just getting silly. DC 44? Holy crap. The thing is, when you can start to toss
around this sort of cash for poison, chances are you are at a level where everyone is just immune to
poison. That said, if I could, Id set up two double hand crossbows with four doses of this and blow
almost 100,000 gp just to murder the crap out of someone. Just once, so I could say I did it.

MESMER PASTE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 15
Initial Damage: 1 Dazzled (Min)
Secondary Damage: 1d4 Int
Craft DC: 20
Cost: 300 gp
Trap CR Modifier: 4
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Dazzled): Unable to see well because of overstimulation of the eyes. A dazzled creature takes a 1
penalty on attack rolls, Spot checks, and Search checks.
Editor: I just dont know. It makes it hard to see, you lose in, average DC, above average cost, its a
contact poison, thats good. Its something weird. Id give it to a bunch of NPCs just to boggle the
PCs and keep them guessing.

MIST OF NOURN
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 25
Initial Damage: 1d8 Con
Secondary Damage: 1d8 Con
Craft DC: 35
Cost: 7000 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Area of effect inhaled gas with a great save DC, good con damage, and a price tag to match. Still, a
good poison to have, if you can afford it.

MIXED OSSSRA OILS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 22
Initial Damage: 1d4 Dex
Secondary Damage: 4d4 Uncon (Min)
Craft DC: N/A
Cost: N/A gp
Trap CR Modifier: (?)
Yuan-ti avoid combining different kinds of osssra smoke because their effects negate each other wherever
they overlap. Pools of un-ignited osssra oil dont affect osssra smoke with which they come into contact.
Mixing two un-ignited osssra oils ruins both, resulting in a flammable mixed oil that has no special effects
on either reptiles or non-reptiles. If two different osssra oils are poured together while flaming, the result is
a thick, strong-smelling smoke that is toxic to any creature inhaling it. In addition to its poisonous effects,
this smoke has the effect of a fog cloud spell (caster level 10th).
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: The minimum cost to create this poison is 1050 gp. Its kinda sucky, but kinda awesome. Done
properly, it creates a fog cloud that slows people down and eventually knocks them out cold. The save
DC is definitely above average and thus, this has its place.

MORDRIL LEAVES
- FAITHS OF EBERRON (3.5)
Type: Ingested
Save DC: 14
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 25 gp
Trap CR Modifier: 0
Created by the Aereni elves for use in religious rites, mordreiin (or leaves of death) is made of the
crushed leaves of the rare mordril tree, combined with other sacred herbs and powders. When eaten raw,
the leaves are a deadly poison.
Editor: Cheap as hell, but still mostly effective. This is definitely something to use as a garnish on a salad
or something. Spend the additional 50 gp and put it in a bloodspike. Its not that impressive, but the
cost to benefit ratio makes it a good buy. Also, I estimate the craft DC to be about 10, just to make sure
you pick fresh leaves or something.

MORDREIIN
- FAITHS OF EBERRON (3.5)
Type: Ingested
Save DC: 10
Initial Damage: 1 Con + Special
Secondary Damage: 1 Con + Special
Craft DC: (?)
Cost: 25 gp
Trap CR Modifier: 0
Created by the Aereni elves for use in religious rites, mordreiin (or leaves of death) is made of the
crushed leaves of the rare mordril tree, combined with other sacred herbs and powders. Mordreiin,
enhances the imbibers ability to focus and is substantially less toxic. Anyone who consumes mordreiin
(whether or not the save succeeds) gains a +2 alchemical bonus on Concentration and Spot checks for 10
minutes. (available only on Aerenal).
Editor: You dont buy it to kill someone, you buy it to increase your spot checks. Who needs to increase
concentration checks, anyways? The fact is, its generally over priced for what it does, but it is a little
cool. Personally, Id try to talk to the DM about making it into something you smoke in a pipe, just
because a wizard smoking pipe weed that will kill a lower level fool who steals your weed is just
awesome.

NITHARIT
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 13
Initial Damage: 0 N/A
Secondary Damage: 3d6 Con
Craft DC: 20
Cost: 650 gp
Trap CR Modifier: 4
Editor: KILL IT! KILL IT WITH FIRE!

OIL OF TAGGIT
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 15
Initial Damage: 0 N/A
Secondary Damage: 1d3 Uncon (Hrs)
Craft DC: 15
Cost: 90 gp
Trap CR Modifier: 0
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: I find it ironic that this is listed as the most used poison by good aligned people, yet it is very
difficult to administer, and not nearly as effective as they make it out to be. You have to fail two saving
throws to be affected by it, and you have to find a way to get the target to eat it.

PIT FIEND VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 27
Initial Damage: 1d6 Con
Secondary Damage: Death
Craft DC: (?)
Cost: 30000 gp
Trap CR Modifier: 9
Editor: Holy crap thats expensive. But check out that secondary damage. Death. This is the ONLY save or
die poison, ironically. Youd think there would be more, but nope. The cost is prohibitively expensive,
but despite the cost, it still has to be listed in the purple, because nothing else does what it does.

PSYCHOTROPIC ROT
- DROW OF THE UNDERDARK (3.5)
Type: Ingested
Save DC: 15
Initial Damage: 1d4 Wis
Secondary Damage: 3d18 HP
Craft DC: 17
Cost: 125 gp
Trap CR Modifier: 0
Distilled violet fungus and other chemicals can be mixed together to create this insidious toxin. It can be
created with a DC 17 Craft (poisonmaking) check.
Editor: Okay price, one of the few wisdom drains, and wicked amount of damage that HAS to be a
misprint. d18? Whats a d18? Im assuming its supposed to be a 3d8, but WotC never corrected it in
the errata, so, what you gonna do? Personally, if its just 3d8 secondary damage, Id downgrade it to
orange.

PUFFERFISH
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 14
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 2d4 Str
Craft DC: (?)
Cost: 400 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: A solid poison for assassins who wish to take a target alive, for the most part. A bit on the
expensive side for an inferior save DC.

PURIFIED COUATL VENOM (RAVAGE)
- BOOK OF EXALTED DEEDS (3.5)
Type: Injury
Save DC: 16
Initial Damage: 2d4 Str
Secondary Damage: 4d4 Str
Craft DC: (?)
Cost: 3000 gp
Trap CR Modifier: (?)
The venom of a couatl, when milked from the creature and purified, becomes a potent ravage that severely
weakens the victim.
Editor: If your DM is playing with good and evil poison, this is an excellent choice. If he isnt, its a
green poison, but still has its place. On the upside, good PCs never had to worry about accidentally
poisoning themselves. Very expensive, but that is a nasty amount of strength damage.

PURPLE WORM POISON
- COMPLETE ADVENTURER (3.5)
Type: Injury
Save DC: 25
Initial Damage: 1d6 Str
Secondary Damage: 2d6 Str
Craft DC: 20
Cost: 700 gp
Trap CR Modifier: 4
Editor: A solid poison with a great save DC. Good price as well.

RAELISS SMOKE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 15
Initial Damage: 1d6 Cha
Secondary Damage: 1d6 Cha
Craft DC: 25
Cost: 2000 gp
Trap CR Modifier: 6
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A solid poison for people who hate sorcerers. Or, if you just happen to want to make a bunch of
nobles who stand close to one another really, really ugly. If it was cheaper, itd be one funny practical
joke.

REDEK VINE EXTRACT
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 17
Initial Damage: 2d6 Dex
Secondary Damage: 0 N/A
Craft DC: 25
Cost: 1500 gp
Trap CR Modifier: 5
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: A solid poison for reducing dexterity. A tab bit on the expensive side, but I like the fact they dont
even bother with secondary damage.

RETCH
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Ingested
Save DC: 15
Initial Damage: 1 Nausea (Min)
Secondary Damage: 1d4 Con
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a single move action per
turn.
Editor: Nauseated rocks. This is begging for a blood spike. Maybe strength sapping WSA?

RILL LEAF
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 14
Initial Damage: 1d2 Cha
Secondary Damage: 1d4 Cha
Craft DC: 15
Cost: 120 gp
Trap CR Modifier: 3
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: This has the distinction of being one the cheapest charisma poisons available. Against sorcerers, or
people you wish to make horribly ugly, this is the poison to begin with.

ROACH PASTE
- DROW OF THE UNDERDARK (3.5)
Type: Injury
Save DC: 12
Initial Damage: 1 Nausea (Rnd)
Secondary Damage: Disease
Craft DC: 15
Cost: 50 gp
Trap CR Modifier: (?)
This brown paste is made from the crushed bodies of the carrion-eating giant roaches found in the
Underdark. It is known for its horrendous smell. It can be created with a DC 15 Craft (poisonmaking)
check. The nausea from the poison lasts for 1 round. The disease it transmits is filth fever.
roach paste - My favorite poisons are
Editor (Nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a single move action per
turn.
Editor: Nausea does mess you up and effectively takes your target out of combat for a round. Its also the
second cheapest injury poison available.

ROSHON VAPOR
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 15
Initial Damage: 1d4 Int
Secondary Damage: 1d6/1 Dex/Perm Dex Los
Craft DC: 25
Cost: 3100 gp
Trap CR Modifier: 4
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Very expensive, but Inhalable Int poison doesnt come cheap.

RUUSSTANTAR (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 18
Initial Damage: 2d4 HP
Secondary Damage: 3d4 HP
Craft DC: (?)
Cost: 750 gp
Trap CR Modifier: (?)
The green smoke produced by this oil is shot through with ribbons of purple vapor, and its scent is like that
of freshly crushed grapes. Ruusstantar oil contains a distillate of snakeskin and crushed dragon bone. Any
Scaled One in contact with ruusstantar smoke gains 1d12 temporary hit points that last for 1d4 hours. A
Scaled One that pours the ignited oil over her body instead gains 2d12 temporary hit points and take no
damage from the burning oil. These effects do not stack. Once affected by ruusstantar, a Scaled One cant
gain the benefi ts from either the smoke or the oil again until 2d4 full days have elapsed.
Editor: A cloud of death that lingers for hours. Sweet.

SALVO
- COMPLETE SCOUNDREL (3.5)
Type: Injury
Save DC: 15
Initial Damage: 1d4 Random
Secondary Damage: 1d4 Random
Craft DC: 12
Cost: 100 gp
Trap CR Modifier: (?)
The fortuitous creation of a poisoner with little skill, salvo is a weapon of the imprecise and desperate. The
poison is relatively cheap and easy to create, but its effect fluctuates wildly from dose to dose. Salvo deals
1d4 points of initial and secondary damage to a random ability score. Determine the affected ability by
rolling 1d6 and consulting the following table; roll once per dose. The poisons type and save DC do not
vary. (d6 Ability Damaged: 1 Strength, 2 Dexterity, 3 Constitution, 4 Intelligence, 5 Wisdom, 6 Charisma)
Editor: Notable for the incredibly low Craft DC of 12. The effect isn't particularly good, but this could be
a potent money-making poison to create in drow cities or large metropolises. It certainly is one of the
more effective poisons for its price, when it gets the ability you want, that is.

SASSON JUICE
- BOOK OF VILE DARKNESS (3.0)
Type: Contact
Save DC: 18
Initial Damage: 1d4 Dex
Secondary Damage: 1d4 Dex
Craft DC: 22
Cost: 500 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Not that impressive for the cost, but not that shabby either.

SASSONE LEAF RESIDUE
- ARMS AND EQUIPMENT GUIDE (3.0)
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 16
Initial Damage: 2d12 HP
Secondary Damage: 1d6 Con
Craft DC: 20
Cost: 300 gp
Trap CR Modifier: (?)
Editor: Originally called Sannone leaf residue in A&EG, it is the best poison for causing straight up hp
damage. Jellyfish poison is identical in every way, but that is 3.0, whereas this is 3.5. This is definitely
one for lower levels, since extra HP damage is more effective that way. Alas, we are starting to get into
the area where the poison will significantly eat up your WBL, should you buy multiple doses.

SCORCHER FUMES
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 18
Initial Damage: 1d6 x 10 Lose Scent (Min)
Secondary Damage: 1d4 Wis
Craft DC: 20
Cost: 800 gp
Trap CR Modifier: 4
Creatures affected by scorcher fumes lose the scent ability, if they had it, for 1d6x10 minutes.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Its the only thing that does what it does, so for that, its blue.

SEA SNAKE VENOM
- STORMWRACK (3.5)
Type: Injury
Save DC: 16
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 1100 gp
Trap CR Modifier: 4
Editor: Sea snakes can be taken as a familiar at 1st level, so for a low-level wizard who wants a source of
poison, this is pretty solid, as their venom has a DC of 2 higher than that of a viper of comparative size.

SEKOLAHS JUDGMENT
- STORMWRACK (3.5)
Type: Ingested
Save DC: 18
Initial Damage: 1d6/2d6 Con/Nausea (Min)
Secondary Damage: 3d6 Con
Craft DC: (?)
Cost: 3000 gp
Trap CR Modifier: 0
A character who makes the primary save is nauseated for 1d6 rounds.
Editor (Nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a single move action per
turn.
Editor: This always nauseates the target, which makes it perfect for stopping spellcasters cold. The 3d6
con on the secondary isnt too shabby either.

SHADOW ESSENCE
- COMPLETE ADVENTURER (3.5)
Type: Injury
Save DC: 17
Initial Damage: 1 Perm Str Loss
Secondary Damage: 2d6 Str
Craft DC: 20
Cost: 250 gp
Trap CR Modifier: 3
Editor: POerm strength loss, while scary, can be fixed. Still, its not that expensive and has a good save
DC. Its a push.

SHREEF OIL
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 12
Initial Damage: 1d2/1d2 Str/Dex
Secondary Damage: 1d2 Str
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: 1
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Its cheap, but it spreads itself thin.

SHRIEKING TERROR SALIVA
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 19
Initial Damage: Unable to heal
Secondary Damage: N/A
Craft DC: (?)
Cost: 5000 gp
Trap CR Modifier: 1
Damage from the injury that introduced the poison into the victims body cannot be healed magically or
naturally. A neutralize poison or heal spell removes the effect, and delay poison allows magical healing
while in effect.
Editor: I hate regenerators, the poison. Wish it wasnt so very, very expensive.

SICKSTONE UNGUENT
- UNDERDARK (3.5)
Type: Injury
Save DC: 19
Initial Damage: 1d4 Con
Secondary Damage: 1d4 Perm Con Loss
Craft DC: (?)
Cost: 1500 gp
Trap CR Modifier: (?)
This paste is made of powdered sickstone and other virulent poisons. It is usually applied to weapons.
Editor: Not bad, but not good. This is more an NPC poison, because after the NPC dies, the player will
suffer.

SINMAKERS SURPRISE
- MANUAL OF THE PLANES (3.0)
Type: Injury/Ingested
Save DC: 24/18
Initial Damage: 2d6 Con + Special
Secondary Damage: 2d6 Con
Craft DC: (?)
Cost: 4400 gp
Trap CR Modifier: (?)
The demon proprietor synthesizes a special acidic poison from the acid plants native to the plane called
Sinmakers Surprise. This concoction has two components: poison and acid. Sinmakers Surprise is
specially formulated such that its caustic qualities remain quiescent until it comes into contact with living
tissue. Therefore, it does not harm weapons or objects to which it is applied. Victims make saving throws
against the poisonous component normally, but automatically take damage from the acid component. Acid
damage is 1d6 points of damage per round for 3 rounds.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Very expensive, but its got a great save DC, does cool damage, and it melts your enemies.
Definitely a poison for higher levels. Note, the save DC drops dramatically when put into food.

SIRENS BREATH
- COMPLETE SCOUNDREL (3.5)
Type: Inhaled
Save DC: 18
Initial Damage: Special
Secondary Damage: Special
Craft DC: 16
Cost: 300 gp
Trap CR Modifier: (?)
This bitter-smelling gas causes the subject to become highly susceptible to persuasion. Failing either the
initial or secondary saving throw imposes a 5 penalty on Sense Motive checks and on Will saves against
enchantment spells and effects for 10 rounds. If a creature is subjected to another dose of sirens breath
before the effect of the first dose has run its course, the duration of the first doses effect ends.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: When you absolutely positively need to charm that guard, RIGHT NOW.

SLEEP POISON
- SERPENT KINGDOMS (3.5)
Type: Contact
Save DC: 17
Initial Damage: 1d3 Uncon (Rds)
Secondary Damage: 1d3 Uncon (Hrs)
Craft DC: (?)
Cost: 300 gp
Trap CR Modifier: (?)
The lizardfolk have developed a technique for distilling the extract of several jungle plants to produce a
poison that renders enemies unconscious.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: What? I mean what? So, it knocks you out cold for 1 to 3 rounds, then you get back up, and in 9
to 7 rounds, you make another saving throw or pass out for hours? Usually the first save lasts for
minutes, not rounds. I checked the errata put out in 2004, no adjustment, so it is what it is. Still, if
you plan on slitting someones throat as soon as they hit the ground, who cares if it lasts for rounds or
weeks, am I right, or am I right?

SLEEP-SMOKE
- CITY OF SPLENDORS (3.5)
Type: Inhaled
Save DC: 15
Initial Damage: 1 Uncon (Min)
Secondary Damage: 1d3 Uncon (Min)
Craft DC: 15
Cost: 25 gp
Trap CR Modifier: 1
Used primarily by agents of the Xanathar Thieves Guild for kidnapping, sleep-smoke is a dark-gray,
smoky gas that rapidly dissipates when released into the air. One dose affects a globe 10 feet in diameter on
the first round, expanding outward to a globe 20 feet in diameter on the second round, and being harmless
thereafter. A strong wind can move the globe of sleep-smoke.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: A terrific buy for the price, great at low levels and far more effective then most sleep spells, since
this can get any number of hit dice, as long as they breath and are in the area of effect.

SLEEPING WEED
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 13
Initial Damage: 1 Slow (Min)
Secondary Damage: 1d4 Dex
Craft DC: 15
Cost: 500 gp
Trap CR Modifier: 2
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Slow): An affected creature moves and attacks at a drastically slowed rate. A slowed creature can
take only a single move action or standard action each turn, but not both (nor may it take full-round
actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature
moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures
jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and
dispels haste.
Editor: Its a weird one, but not that effective, at least not in combat. I can see this being used on some
traps.

SLOW DEATH
- COMPLETE SCOUNDREL (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d6 HP/rnd
Secondary Damage: 0 N/A
Craft DC: 19
Cost: 250 gp
Trap CR Modifier: (?)
An insidiously persistent toxin distilled in part from a dwarven mining acid, slow death eats away at its
victims from within. Unlike most poisons, which deal damage in two stages, slow death works constantly
over the course of several rounds. A subject of this poison who fails the initial Fortitude save takes 1d6
points of damage. Each round thereafter, at the beginning of the poisoners turn (up to a maximum of 5
rounds), the subject must repeat the saving throw. For each failure, it takes another 1d6 points of damage.
Once a save succeeds, the subject takes no further damage.
Editor: For what it does, its okay. Im not a big fan of damage over time, but it will distract your enemies.

SLOW TAINT (MIP)
- DROW OF THE UNDERDARK (3.5)
Type: Contact
Save DC: 15
Initial Damage: Special
Secondary Damage: Special
Craft DC: 18
Cost: 300 gp
Trap CR Modifier: (?)
This poison reduces the targets speed by 10 feet on a failed save. The secondary damage reduces speed by
another 10 feet. The targets speed cannot be reduced below 5 feet. The poison can be created with a DC 18
Craft (poisonmaking) check and a slow spell. Its effect has a duration of 1 hour.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: The only poison that does what it does. I would like to see this combined with sleeping weed in a
bloodspike or something. Watch the target try to run away, very, very, VERY slowly. Or combine this
one with any nausea causing poisons, since nausea leaves you with only a move action.

SLOWSWARMING (MIP)
- DROW OF THE UNDERDARK (3.5)
Type: Ingested
Save DC: 25
Initial Damage: 1d2/1d6 Con/Cha
Secondary Damage: 1d2 Con
Craft DC: 21
Cost: 1200 gp
Trap CR Modifier: 0
Unlike swarming spiderbite below, this poison is for those drow caught in acts of treachery or blasphemy.
It is usually administered to a prisoner over several days; each dose creates a slower and more agonizing
biting sensation similar to that caused by swarming spiderbite, but also disfigures the body with horrific red
boils. It can be created with a DC 21 Craft (poisonmaking) check and a poison spell.
Editor: As far as charisma damage goes, it has the best charisma damage and save DC combination
available, the problem is it is an ingested poison.

SMALL CENTIPEDE POISON
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 11
Initial Damage: 1d2 Dex
Secondary Damage: 1d2 Dex
Craft DC: 15
Cost: 90 gp
Trap CR Modifier: 1
Editor: Unless you are harvesting it yourself, why bother?

SMALL SCORPION POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d3 Str
Secondary Damage: 1d3 Str
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Unless you are harvesting it yourself, why bother?

SMALL SPIDER VENOM
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d3 Str
Secondary Damage: 1d3 Str
Craft DC: 15
Cost: 100 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Unless you are harvesting it yourself, why bother?

SNAKE VENOM
- ORIENTAL ADVENTURES (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 200 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Overpriced and effective.

SNOW SPIDER BLOOD
- FROSTBURN (3.5)
Type: Contact
Save DC: 13
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 0 N/A
Craft DC: (?)
Cost: 750 gp
Trap CR Modifier: 1
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: Its exactly the same as carrion crawler brain juice, just 550 gp more.

SNOWFLAKE LICHEN POWDER
- FROSTBURN (3.5)
Type: Inhaled
Save DC: 11
Initial Damage: 1 Str
Secondary Damage: 1 Dex
Craft DC: (?)
Cost: 75 gp
Trap CR Modifier: 2
Editor: Cheap, ineffective, but inhaled. Meh.

SOUL VENOM
- GHOSTWALK (3.0)
Type: Injury
Save DC: 18
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 20
Cost: 200 gp
Trap CR Modifier: 3
This alchemical liquid smells like incense. Soul venom is harmless to living creatures, but acts as Large
monstrous scorpion venom against manifested ghosts.
Editor: How often do you hunt ghosts? Thats how useful it is. You need craft alchemy to make this, not
craft poison.

SPOTTED TOADSTOOL VENOM
- PLAYER'S GUIDE TO EBERRON (3.5)
Type: Injury
Save DC: 16
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 350 gp
Trap CR Modifier: (?)
Editor: There are far better choices that are cheaper and have better save DCs.

SSSARTISSS
- SERPENT KINGDOMS (3.5)
Type: Injury
Save DC: 20
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 1d4 Uncon (Hrs)
Craft DC: (?)
Cost: 400 gp
Trap CR Modifier: (?)
A distillate of the venoms of several kinds of poisonous serpents, sssartisss has a bitter tang when wet and a
scaled or furrowed texture when dry. This substances is a clear, sticky fluid that develops a hard surface
when in contact with air but remain viscous beneath this outer sheen. Thus, it can retain its virulence for
decades. Scaled Ones are immune to the effects of both poisons. Those familiar with both can tell them
apart by odor when wet and by sheen when dry.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: A solid paralyzing poison for the price and the save DC. Excellent choice.

STONEFISH VENOM
- STORMWRACK (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d8 Dex
Secondary Damage: 1d4 Con
Craft DC: (?)
Cost: 180 gp
Trap CR Modifier: 2
Editor: Not a great poison, but not a horrible one either. There are more effective poisons for a lower price.

STRIPED TOADSTOOL
- DUNGEON MASTER'S GUIDE (3.5)
Type: Ingested
Save DC: 11
Initial Damage: 1 Wis
Secondary Damage: 2d6/1d4 Wis/Int
Craft DC: 15
Cost: 180 gp
Trap CR Modifier: 0
Editor: If you get lucky, you can poison someone into becoming a complete idiot.

STUN GAS
- UNDERDARK (3.5)
Type: Inhaled
Save DC: 12
Initial Damage: 1 Stunned (Rnd)
Secondary Damage: 1d4 Stunned (Rds)
Craft DC: (?)
Cost: 40 gp
Trap CR Modifier: (?)
The svirfneblin brew this gas from the spores of rare mushrooms. It can be stored in airtight containers in
liquid form, but when such a container is broken, the poison is released as a 5-foot puff of gas. The deep
gnomes create special, glass-headed darts to hold it and throw them at specific enemies or at the walls of
caverns to disable large groups.
Editor (Stunned): A stunned creature drops everything held, cant take actions, takes a 2 penalty to AC,
and loses his Dexterity bonus to AC (if any).
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: A good buy, very cheap, and inhaled is one of the easier poisons to deliver. The limited area of
only a 5 foot square is both an advanatage and disadvantage. You can use this in melee combat without
hitting your allies a lot easier then an inhaled poison with a ten-foot radius. The save DC sucks, but it
this is the only poison that stuns a target, so you have to live with it. However, if you want more
effective and dont mind a larger area, I would go with alchemical sleep gas for 10 gp cheaper.
Editor (Weapons): It isnt clear, but I believe from the wording and the way the book reads elsewhere that
the 40 gp cost includes a glass dart for one dose. I would assume that it should be no problem placing
that same gas inside a glass sphere for use in a sling, or in a glass arrowhead, for shooting at people.
Editor (Contact Poison): Assuming your DM will only allow a glass dart, might I suggest adding a contact
poison to the outside of the dart. Sleep poison looks like a good match. If you are trying to do this on
the cheap, carrion crawler brain juice is also an excellent choice.

SUFFERFUME
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 20
Initial Damage: 1 All Abilities
Secondary Damage: 1 All Abilities
Craft DC: 21
Cost: 1200 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Expensive, but Intimidating. Its got a good save DC, I will give it that. And reducing every stat by
1 usually screws up those PCs who have carefully stacked their stats to give themselves all even
numbers. And its area of effect inhaled poison. Great for NPCs.

SUNLIGHT OIL (POSITOXIN)
- LIBRIS MORTIS (3.5)
Type: Contact
Save DC: 16
Initial Damage: 1d3 Perm Str Loss
Secondary Damage: 1d3/1d3 Perm Dex/Str Loss
Craft DC: 32
Cost: 1300 gp
Trap CR Modifier: (?)
A thin, slippery liquid, sunlight oil lasts only 24 hours in conditions other than bright light.
Editor: Not that impressed.

SVAKLOR VENOM
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 24
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 1d4 Con
Craft DC: (?)
Cost: 3500 gp
Trap CR Modifier: 6
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: If you want to capture people alive, then you should be careful because the con drain might finish
them off. Still, as far as knocking someone out goes, the only thing better is the greater version.

SVAKLOR VENOM, GREATER
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: 34
Initial Damage: 2d6 Paralysis (Min)
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 8000 gp
Trap CR Modifier: 9
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.

SWARMING SPIDERBITE (MIP)
- DROW OF THE UNDERDARK (3.5)
Type: Ingested
Save DC: 22
Initial Damage: 1d6 Con
Secondary Damage: 2d6 Con
Craft DC: 26
Cost: 1800 gp
Trap CR Modifier: 0
Usually taken to ensure an honorable death (or to avoid torture) by drow defeated in battle, the effect of this
poison is like the biting mouths of venomous spiders starting from the extremities and advancing
throughout the body. It can be created with a DC 26 Craft (poisonmaking) check and a poison spell.
Editor: An expensive way to kill yourself.

TAXINE
- D&D ONLINE: THE YEW TREE (3.5)
Type: Ingested
Save DC: 13
Initial Damage: 1d2 Con
Secondary Damage: 2d6 Con
Craft DC: (?)
Cost: 100 gp
Trap CR Modifier: (?)
Taxine (also known as yew tree poison) builds up in the system. Each subsequent dose of taxine adds +2 to
the Fort save DC to resist the poison's effect and adds +1d2 Con damage to the secondary damage.
Editor (Craft Check): There is no craft check nessisary to make this poison, as you just have to harvest the
raw bark or leaves. However, if you hope to sneak it into someones food, you will need to craft it first.
I recommend a craft check of 18.
Editor: An excellent buy for the coin, especially because as the poison effects stack, the saving throw gets
harder and harder to make. There is no clear time limit on this, however. After reading it over, I
believe that the +2 to the save DC only takes effect for every dose that affects the victim. So, if the
victim keeps making his saving throw on the first try, the poison never gets more deadly. Once he
starts to take con damage, the penalty starts to stack. All penalties disappear when the con damage is
healed.

TERINAV ROOT
- DUNGEON MASTER'S GUIDE (3.5)
Type: Contact
Save DC: 16
Initial Damage: 1d6 Dex
Secondary Damage: 2d6 Dex
Craft DC: 25
Cost: 750 gp
Trap CR Modifier: 5
Editor: Its only saving grace is that its a contact poison. Hard to come by in a Dex poison.

THE CALLING (MIP)
- DROW OF THE UNDERDARK (3.5)
Type: Ingested
Save DC: 20
Initial Damage: 2d6 Con
Secondary Damage: 2d6 Con
Craft DC: 28
Cost: 2000 gp
Trap CR Modifier: 0
This lumpy black paste is magically infused with spider eggs and can be hidden in a dish of food, in which
it is detectable only with a successful DC 20 Profession (cook) check. If it is consumed, and if the victim
fails the initial save, a swarm of spiders hatches within the victims stomach, dealing the initial damage.
The swarm is then digested and destroyed without further harm, unless the second save is failed. In that
case, it bursts forth from the victims nose and mouth, dealing the secondary damage and coalescing as a
spider swarm, attacking everyone in the area. This poison can be created with a DC 28 Craft
(poisonmaking) check and a summon swarm spell.
Editor: you summon a swarm of spiders from inside somebody's belly if they ingest the poison, which
requires a DC 20 profession (cook) check to detect. Definitely a way to ruin someones day.

THEVER FUMES
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Inhaled
Save DC: 18
Initial Damage: 0 N/A
Secondary Damage: Perm Blindness
Craft DC: 35
Cost: 3000 gp
Trap CR Modifier: 4
The blindness caused by thever fumes is permanent unless removed by cure blindness or similar magic.
Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus
to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength-
and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All opponents are considered to have total concealment (50% miss chance)
relative to the blinded character.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Way over priced, but damn scary when it works.

THEVER PASTE
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Contact
Save DC: 12
Initial Damage: 0 N/A
Secondary Damage: Perm Blindness
Craft DC: 25
Cost: 1500 gp
Trap CR Modifier: 2
The blindness caused by thever paste is permanent unless removed by cure blindness or similar magic. If
thever paste is heated, thever fumes are the resultthe two poisons are derived from the same base
compound.
Editor (Blind): Unable to see. A blind character takes 2 penalty to Armor Class, loses his Dexterity bonus
to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength-
and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All opponents are considered to have total concealment (50% miss chance)
relative to the blinded character.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: It sucks.

TINY CENTIPEDE POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1 Dex
Secondary Damage: 1 Dex
Craft DC: 15
Cost: 40 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: This is the cheapest injury poison you can buy, and it shows. Still, it gets a bump for being
economical.

TINY SCORPION POISON
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d2 Str
Secondary Damage: 1d2 Str
Craft DC: 15
Cost: 90 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Unless you are harvesting it yourself, why bother?

TINY SPIDER VENOM
- BOOK OF VILE DARKNESS (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1d2 Str
Secondary Damage: 1d2 Str
Craft DC: 15
Cost: 90 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Unless you are harvesting it yourself, why bother?

TROLLBANE
- DUNGEONSCAPE (3.5)
Type: Injury
Save DC: N/A
Initial Damage: No Regeneration
Secondary Damage: N/A
Craft DC: 25
Cost: 90 gp
Trap CR Modifier: (?)
Description: Trollbane is a sticky blue substance that resembles tar. It is usually stored in metal jars.
Discovered by gnome alchemists as a safe alternative to flaming weapons, trollbane interferes with the
natural ability of certain creatures to regenerate their flesh. Dubbed trollbane because it is frequently used
against those particular monsters, this poison is effective against any creature that rapidly heals its wounds.
You create it with Craft (alchemy), instead of poison making.
Activation: Trollbane functions as injury poison and can be applied directly to weapons prior to combat. A
successful hit with a slashing or piercing weapon that has been coated in trollbane will expose the
target to the poison. Trollbane has no effect unless used in conjunction with a forceful blow from a
weapon, so adventurers can carry it with little risk of exposure.
Effect: Any creature struck by a weapon that has been coated in trollbane loses the benefit of its
regeneration ability (if any) against that attack. A dose of trollbane applies only to the next successful
attack with the coated weapon. Additional attacks do not interfere with the targets regeneration ability
(unless more trollbane is applied to the weapon).
Editor: I think this one is mislabled and should be an alchemy substance and not a poison, but the
description says its a poison. Which means that the effect can be removed with any effect that cures
poison damage.If it was cheaper or lasted longer, Id like it more, however, it has no saving throw and
always works (unless the target is immune to poison, of course). Its a push.
Editor (Suffering Free): This may be used by those of good alignment without penalty.

TSOUS
- SERPENT KINGDOMS (3.5)
Type: Injury
Save DC: 20
Initial Damage: 4d4 HP
Secondary Damage: 2d4 HP
Craft DC: (?)
Cost: 400 gp
Trap CR Modifier: (?)
This substance is a mixture of cobra venom and the extracts of several poisonous plants. It smells like
overripe fruit when wet and dries clear. This substances is a clear, sticky fluid that develops a hard surface
when in contact with air but remain viscous beneath this outer sheen. Thus, it can retain its virulence for
decades. Scaled Ones are immune to the effects of both poisons. Those familiar with both can tell them
apart by odor when wet and by sheen when dry.
Editor: Not as much damage as sassone leaf residue, but this has a much better save DC, and only an
additional 100 gp cost.

ULATHLASSS (SMOKE)
- SERPENT KINGDOMS (3.5)
Type: Inhaled
Save DC: 20
Initial Damage: 3d6 Str
Secondary Damage: 2d6 Paralysis (Min)
Craft DC: (?)
Cost: 1500 gp
Trap CR Modifier: (?)
The dull, heavy, green smoke generated by this oil flows over floors and then up walls and furnishings as
though it were a lazy serpent. Its smell is similar to that of roasting boar. Ulathlasss oil is made from the
internal juices of both carrion crawlers and centipedes. Ulathlasss smoke renders Scaled Ones immune to
all effects related to extremes of heat and cold (including natural torpor and natural or magical damage),
but not the effects of natural or magical fire and ice, which deal half damage. This benefit lasts for as long
as the Scaled One is in contact with the smoke and for 2d6 minutes thereafter. Contact with ignited
ulathlasss oil has the same effects on reptiles as contact with the smoke, except that the user also becomes
immune to damage from natural and magical fire and ice, and all benefits persist for 3d6 minutes after
contact with the oil ceases. Ulathlasss confers no protection against lightning or any other electricity-based
effect in any of its forms.
Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed
character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings
and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space
occupied by a paralyzed creatureally or not. Each square occupied by a paralyzed creature, however,
counts as 2 squares.
Editor: A cloud of this could ruin someones day. Just a great over all poison.

UNDERDARK BLIGHT
- DROW OF THE UNDERDARK (3.5)
Type: Contact
Save DC: 20
Initial Damage: 1 SR
Secondary Damage: 1 SR
Craft DC: 20
Cost: 300 gp
Trap CR Modifier: (?)
Running a chemical solution over certain rare ores and minerals found in the Underdark creates this poison;
it is effective at removing spell resistance. Lost spell resistance returns at the same rate and by the same
means as ability score damage. Underdark blight can be created with a DC 20 Craft (poisonmaking) check.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: Not many ways to lower SR. This could take a while, but the save DC makes it almost economical.

UNGOL DUST
- DUNGEON MASTER'S GUIDE (3.5)
Type: Inhaled
Save DC: 15
Initial Damage: 1 Cha
Secondary Damage: 1d6/1 Cha/Perm Cha Loss
Craft DC: 20
Cost: 1000 gp
Trap CR Modifier: 3
Editor: Way overpriced, but perm charisma loss is hard to pass up, when you want to make a point.

UNICORN BLOOD (RAVAGE)
- BOOK OF EXALTED DEEDS (3.5)
Type: Injury
Save DC: 17
Initial Damage: 1d3 Str
Secondary Damage: 1d4 Str
Craft DC: (?)
Cost: 500 gp
Trap CR Modifier: (?)
Drawn from a willing living unicorn, unicorn blood retains its potency as a ravage only as long as the
unicorn that donated the blood remains alive.
Editor: You can summon a unicorn with Summon Nature's Ally IV and politely ask it for its blood after its
done healing your party. Then I would use it, without fear of poisoning myself (if Im good aligned)

URTHANYK
- BOOK OF VILE DARKNESS (3.0)
Type: Inhaled
Save DC: 19
Initial Damage: 1d6 Str
Secondary Damage: 1d6 Str
Craft DC: 26
Cost: 2000 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Overpriced.

VAPID LEAF EXTRACT
- ARMS AND EQUIPMENT GUIDE (3.0)
Type: Injury
Save DC: 16
Initial Damage: 1 Dazed (Min)
Secondary Damage: 2d6 Int
Craft DC: 20
Cost: 250 gp
Trap CR Modifier: 5
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Dazed): Unable to act normally. A dazed character can take no actions, but has no penalty to AC.
Editor: Dazed with eventual int drain. There are more interesting choices, but for going up against a
wizard, this could be a good choice.

VENOMOUS FIRE
- FIEND FOLIO (3.5)
Type: Special
Save DC: 17
Initial Damage: 1d6 Con
Secondary Damage: 1d6 Con
Craft DC: (?)
Cost: 220 gp
Trap CR Modifier: (?)
This alchemical creation is an insidious method of delivering toxic venom. In essence, venomous fire is
similar to alchemists fireit is a viscous substance that burns when exposed to air. However, it is also
mixed with yuan-ti venom, so that, in the round after taking any damage from the fire itself, a character
must make a Fortitude saving throw (DC 17) against the poison that entered the body through the wounds
from the fire. Initial and secondary damage from the poison are the same (1d6 Con). If the fire is allowed to
burn for another round (thus causing the character to take damage on successive rounds), the character is
exposed to two doses of poison. A flask of venomous fire is a grenadelike weapon with a range increment
of 10 feet. It deals 1d6 points of fire damage on a direct hit, plus 1d6 points of fire damage in the next
round if it is not extinguished (requiring a full-round action and a Reflex save against DC 15). A splash
deals 1 point of fire damage, and a target hit by the splash has +4 circumstance bonus on the Fortitude save
against the poison. Weight: 1 lb.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: The only splash attack poison available, and it does con damage. Buy this. Buy all of it. It is by far
the best buy in its price range.

VILESTAR
- BOOK OF VILE DARKNESS (3.0)
Type: Contact
Save DC: 24
Initial Damage: 2d6 Str
Secondary Damage: 2d6 Str
Craft DC: 34
Cost: 6000 gp
Trap CR Modifier: (?)
Damage is vile damage
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: Super Expensive. Super effective. Vile damage is very hard to cure.

VIRILE MADNESS
- UNDERDARK (3.5)
Type: Ingested
Save DC: 20
Initial Damage: 1d4/1d4 Int/Wis + Special
Secondary Damage: 1d4/1d4 Int/Wis + Special
Craft DC: (?)
Cost: 1200 gp
Trap CR Modifier: 0
An admixture of rare earths and magical rocks, virile madness is a dangerous, tempting poison. It grants the
imbiber a temporary enhancement bonus to Strength and Constitution, while degrading her mental powers
via penalties to Intelligence and Wisdom. It can be made with a DC 25 Craft (alchemy) check. Adds +1d2
to Str and Con.
Editor: Now its a party! Not really that cost effective. A potion of bulls strength would be more effective.
But this is just kinda cool.

VOLCANIC GAS
- SANDSTORM (3.5)
Type: Inhaled
Save DC: 13
Initial Damage: 1d3 Uncon (Hrs)
Secondary Damage: 1d6 Con
Craft DC: N/A
Cost: N/A gp
Trap CR Modifier: 1
Active volcano craters, mud pots, and similar features often vent a poisonous mixture of gases. Volcanic
gas is an inhaled poison, but unlike with a thrown vial, the gas cloud persists in the area it fills. Characters
exposed to the gas must continue to make saves each minute against the secondary damage until they leave
the gas-filled zone. The volume filled by a cloud of volcanic gas might consist of many 10-foot cubes. A pit
trap might include a volcanic fissure that adds poisonous fumes to the hazard.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor: Since you cant bottle it, buy it, or prepare it, its kinda useless.

WARUI PASERI
- ORIENTAL ADVENTURES (3.0)
Type: Ingested
Save DC: 11
Initial Damage: 1d4 Str
Secondary Damage: 1d4 Str
Craft DC: (?)
Cost: 150 gp
Trap CR Modifier: 0
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: There are much better choices, that are cheaper as well.

WASP VENOM
- ORIENTAL ADVENTURES (3.0)
Type: Injury
Save DC: 11
Initial Damage: 1 Dex
Secondary Damage: 1 Dex
Craft DC: (?)
Cost: 75 gp
Trap CR Modifier: (?)
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor: This does the exact same thing as tiny centipede poison, but costs 35 gp more.

WHITE PUDDING ESSENCE
- FROSTBURN (3.5)
Type: Inhaled
Save DC: 13
Initial Damage: 1d2 Wis
Secondary Damage: 1d2/1d2 Wis/Int
Craft DC: (?)
Cost: 500 gp
Trap CR Modifier: 4
Editor: Not many inhaled wisdom poisons, but for the price, its just not worth it.


WILD DWARF KNOCKOUT POISON
- RACES OF FAERUN (3.0)
Type: Injury
Save DC: 14
Initial Damage: 5 Slow (Rnds)
Secondary Damage: 1 Uncon (Min)
Craft DC: (?)
Cost: 150 gp
Trap CR Modifier: (?)
Wild dwarves coat their blowgun darts with poison made from a plant that grows only in the Jungles of
Chult. Wild dwarves are immune to the effects of the poison.
Editor (3.0): This was not updated for 3.5. Your DM may disallow it.
Editor (Slow): An affected creature moves and attacks at a drastically slowed rate. A slowed creature can
take only a single move action or standard action each turn, but not both (nor may it take full-round
actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. A slowed creature
moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures
jumping distance as normal for decreased speed. Multiple slow effects dont stack. Slow counters and
dispels haste.
Editor (Unconscious): Knocked out, helpless, and otherwise completely at an opponents mercy. A
unconscious target is treated as having a Dexterity of 0 (5 modifier). Melee attacks against a helpless
target get a +4 bonus. An attacker can use a coup de grace against a helpless target.
Editor (Suffering Free): This may be used by those of good alignment without penalty.
Editor: For wild dwarves, its nice in that you are immune to your poison. For anyone else, Id go with
drow arrow poison over this. Its cheaper, better DC, and lasts longer. Otherwise, its not bad, just not
priced well.

WOOLLY MAMMOTH EYE JUICE
- FROSTBURN (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d2/1d2 Str/Dex
Secondary Damage: 1d4 Str
Craft DC: (?)
Cost: 140 gp
Trap CR Modifier: 4
Editor: Meh, its not that expensive, it doesnt do that much.

WYVERN POISON
- DUNGEON MASTER'S GUIDE (3.5)
Type: Injury
Save DC: 17
Initial Damage: 2d6 Con
Secondary Damage: 2d6 Con
Craft DC: 25
Cost: 3000 gp
Trap CR Modifier: 5
Editor: A nice poison, but way over priced.

YELLOW URCHIN EXTRACT
- STORMWRACK (3.5)
Type: Inhaled
Save DC: 15
Initial Damage: 1d4/1d4 Dex/Wis
Secondary Damage: 1d6/1d8 Dex/Wis
Craft DC: (?)
Cost: 800 gp
Trap CR Modifier: 3
This is a thick, milky fluid that is manufactured for use underwater. A single dose creates a faint, milky
cloud 10 feet by 10 feet, that hovers in the water for 10 minutes before dispersing (or only 1 minute in a
strong current). A creature with the aquatic type (or a creature using water breathing or a similar effect)
who enters the poisoned water breathes in this poison, but a creature holding its breath does not. It does not
work out of an aqueous environment.
Editor: For what it does, its the only one of its kind, so that earns it blue.

YETI OIL
- FROSTBURN (3.5)
Type: Injury
Save DC: 15
Initial Damage: 1d4 Dex
Secondary Damage: 1d4 Dex
Craft DC: (?)
Cost: 100 gp
Trap CR Modifier: 2
Editor: A great buy for the price when it comes to inflicting Dex damage to a target.

ZEALOTS BLADE
- COMPLETE SCOUNDREL (3.5)
Type: Injury
Save DC: 14
Initial Damage: 1d4 Con
Secondary Damage: 1d4 Con
Craft DC: 19
Cost: 350 gp
Trap CR Modifier: (?)
This venom incorporates the blood of its intended target, making it even deadlier to such creatures. A tool
of hunters and assassins who stalk specific targets, each dose of zealots blade is brewed for a specific type
or subtype of creatures. When creating zealots blade, the poison maker must choose a type (and subtype, if
applicable) from The Ranger Favored Enemies. Any creature not of the chosen type or subtype gains a +5
bonus on saves to resist the poisons effect.
Editor: It sucks against the target its designed to kill, and sucks even more against everything else.
Poison Type DC 1st Dmg Initial Type 2nd Dmg Secondary Type Craft Cost CR
Aboleth oil Contact 19 0 N/A Perm Transform 30 2500 3
Adlevine extract Ingested 14 1d4 Wis + Special 2d6 Wis 20 150 0
Alchemical sleep gas Inhaled 15 1 Uncon (Min) 1d4 Uncon (Min) 25 30 (?)
Alforna Injury 11 1d2 Str N/A Fatigue 15 75 1
Amasstartae (Smoke) Inhaled 13 1d4 Hold person (Rds) 1d6 Slow (Rds) (?) 750 (?)
Amaunauth Injury 18 2d4 HP 1d3 Uncon (Hrs) 15 100 (?)
Anermis Contact 16 1d4 Str 2d4 Str 20 750 5
Arsenic Ingested 13 1 Con 1d8 Con 15 120 0
Asabi mist Inhaled 12 1d4 Con 1d4 Con 20 1000 3
Balor bile Contact 25 1d6 Str 1d6 Str 25 1000 (?)
Banelar essence Injury 11 2d4 Con 1d3 Uncon (Hrs) 15 300 2
Basilisk breath Inhaled 17 1d6 Con 1d6 Con 26 2500 (?)
Battasss (Smoke) Inhaled 15 1d4 Wis 1d4+2 Sleep (Rds) (?) 1000 (?)
Bebilith venom Injury 20 1d6 Con 2d6 Con 20 900 (?)
Bee venom Injury 11 1 Con 1 Con (?) 90 (?)
Belladonna Ingested 13 1d6 Str 2d6 Str 15 30 0
Black adder venom Injury 11 1d6 Con 1d6 Con 15 120 1
Black lotus extract Contact 20 3d6 Con 3d6 Con 35 4500 8
Black piper venom Injury 14 1d4 Str 1d6 Str (?) 150 (?)
Blasphemix Injury 22 N/A Special -1 Divine CL 22 750 (?)
Bloodroot Injury 12 0 N/A 1d4/1d3 Con/Wis 15 100 1
Bloodwine (Positoxin) Injury 11 1d4 Cha 2d4 Cha 22 250 (?)
Blue anemone oil Contact (?) 1d4/1d4 Str/Dex Perm Blindness (?) 400 4
Blue frog paste Contact 19 1d4 Dex 2d6 Paralysis (Min) (?) 500 (?)
Blue whinnis Injury 14 1 Con 1d3 Uncon (Hrs) 15 120 1
Boneshard paste (Positoxin) Contact 13 1 Perm Str Loss 1d4 Perm Str Loss 26 750 (?)
Bonespear poison fusion Injury 25 2d4/2d4 Str/Dex 2d4/2d4 Str/Dex (?) 3100 6
Brain dust Inhaled 12 1 Confusion (Min) 1d4 Wis 20 1300 2
Burning angel wing fumes Inhaled 18 1d6 Cha 2d6 Cha 27 2800 (?)
Burnt othur fumes Inhaled 18 1 Perm Con Loss 3d6 Con 25 2100 6
Carrion crawler brain juice Contact 13 2d6 Paralysis (Min) 0 N/A 15 200 1
Cave terror Ingested 20 1 Confusion (Min) 1d4 Int (?) 200 0
Celestial essence (Positoxin) Injury 14 1d6 Wis 2d6 Wis 28 400 (?)
Celestial lightsblood (Ravage) Ingested 20 1d4 Dex 1d4 Con (?) 2500 0
Chilblain brain juice Injury 12 1 Dex 1d4 Dex (?) 110 2
Choldrith toxin Injury 15 2d6 Paralysis (Min) 2d4 Con 20 1200 3
Colossal centipede poison Injury 23 2d6 Dex 2d6 Dex 30 900 4
Colossal purple worm poison Injury 27 1d6 Str 2d6 Str 30 1400 5
Colossal scorpion venom Injury 33 1d10 Con 1d10 Con 35 9900 8
Colossal spider venom Injury 28 2d8 Str 2d8 Str 28 1900 6
Cone snail venom Injury 12 1d4 Con 1d6/2d6 Con/Paralysis (Min) (?) 120 2
Conflagration ooze essence Contact 19 1d4/2d4 Con/HP (fire) 1d4/2d4 Con/HP (fire) (?) 850 4
Creeping nullscourge (MIP) Injury 20 5 SR 5 SR 25 1000 (?)
Cretchwater oil, ghosts Injury 13 1 Con 1d2 Con 15 150 (?)
Cretchwater oil, living Injury 11 1d2 Dex 1d2 Dex 15 150 (?)
Cretel leaf residue Ingested 14 1d4 Con + Special 1d6 Con 20 150 0
Crippling vine Contact 13 1d4/1d4 Str/Con 0 N/A 15 180 3
Crystal scorpion poison Contact 19 0 N/A 1d4/1d4 Helpless (Hrs)/Entangled (Days) 25 1500 2
Culum powder Ingested 12 1 Dex 1d4 Dex 15 100 0
Dark ectoplasm Injury 18 1d6 Cha 1d6 Cha 25 700 (?)
Dark reaver powder Ingested 18 2d6 Con 1d6/1d6 Con/Str 25 300 0
Darkeye Ingested 12 1 Paralysis (Min) 1 Con + Special 25 50 0
Darklight brew Injury 23 2d6/1d6 Con/Str 1 Blindness (Hrs) 28 1500 (?)
Deathblade Injury 20 1d6 Con 2d6 Con 25 1800 5
Devilseye Injury 21 1 SR 1d3 SR 22 1000 (?)
Doubt Bomb Inhaled 15 1d6 Wis 1d6 Wis (?) 500 (?)
Dragon bile Contact 26 3d6 Str 0 N/A 30 1500 6
Drow arrow poison Injury 17 1 Uncon (Min) 2d4 Uncon (Hrs) 15 120 (?)
Drow knockout poison Injury 13 1 Uncon (Min) 2d4 Uncon (Hrs) 15 75 (?)
Dunewinder venom Injury 20 1d8 Con 1d8 Con (?) 1000 3
Duthlahhass (Smoke) Inhaled 16 2d6 Feeblemind (Min) 2d4 Dex (?) 2000 (?)
Ektharisss (Smoke) Inhaled 11 1d6 Str 1d4 Str (?) 1250 (?)
Elemental rime Injury 16 1d4 Dex + Special 1d4 Dex 18 200 (?)
Eyeblast Injury 22 1 Blindness (Min) Perm Blindness 23 500 (?)
Faele (Smoke) Inhaled 17 2d6 Con 1d6 Con (?) 2500 (?)
Fang dragon venom Injury 15 1 Con 0 N/A 20 300 2
Faralin Ingested 14 1d4 Dex + Special 1d6 Con 20 150 0
Fire coral extract Contact 13 1 Nausea (Min) 1d4 Dex (?) 150 2
Fish glue Injury 14 1d4 Dex 1 Sickened (Hrs) 18 100 (?)
Fuantei shi Ingested 18 2d6 Con 1d6/1d6 Con/Dex (?) 300 0
Gargantuan centipede poison Injury 26 1d8 Dex 1d8 Dex 20 950 (?)
Gargantuan scorpion venom Injury 23 1d8 Con 1d8 Con 32 3300 5
Gargantuan spider venom Injury 20 2d6 Str 2d6 Str 26 850 4
Gargantuan wyvern poison Injury 21 2d6 Con 2d6 Con 25 5000 7
Giant wasp poison Injury 18 1d6 Dex 1d6 Dex 20 210 3
Golden ice (Ravage) Contact 14 1d6 Dex 2d6 Dex (?) 1200 (?)
Goodbye kiss Ingt/Injry 15 1 Exhaust (Hrs) 1 Exhaust (Hrs) or Uncon (Hrs) 15 350 (?)
Gorgons hair Contact 16 1d6 Str 1d4 Str 18 300 (?)
Gravedust (Positoxin) Contact 10 1 Perm Dex Loss 1d4 Perm Dex Loss 20 100 (?)
Gray whinnis Injury 20 1d4 Con 1d6 x 10 Paralysis (Min) 20 3000 4
Greenblood oil Injury 13 1 Con 1d2 Con 15 100 1
Greensickness Inhaled 33 2d6/1d4 Str/Con 2d6/1d4 Str/Con (?) 4000 7
Halroot Injury 13 1d2 Wis 1d2 Wis 15 150 1
Hooloond (Smoke) Inhaled 16 1d6 HP 2d6 Uncon (Min) (?) 1500 (?)
Horror weed extract Contact 20 1 Wis 2d4 Wis 25 600 6
Huge centipede poison Injury 18 1d6 Dex 1d6 Dex 20 210 (?)
Huge scorpion poison Injury 26 1d8 Str 1d8 Str 25 1200 (?)
Huge spider venom Injury 22 1d8 Str 1d8 Str 20 1000 (?)
Huge wyvern poison Injury 19 2d6 Con 2d6 Con 20 4000 6
Ice toad bile Contact 12 1d4 Str 1d4 Uncon (Hrs) (?) 250 4
Icegaunt dust Inhaled 14 1d6 Con 2d4/2d4 Con/Dex (?) 1500 6
Id moss Ingested 14 1d4 Int 2d6 Int 15 125 0
Illithid mindscorch Inhaled 22 1d6 Int 1d6 Int 27 1000 (?)
Insanity mist Inhaled 15 1d4 Wis 2d6 Wis 20 1500 4
Ishentav Inhaled 13 1d6 Str 1d6 Str 25 500 (?)
Jade water (Ravage) Injury 14 1d4 Wis 1d4/1d4 Int/Wis (?) 350 (?)
Jalasss (Smoke) Inhaled 16 1d4 Int 1d6 Int (?) 1000 (?)
Jellyfish Contact 16 2d12 HP 1d6 Con (?) 300 (?)
Jeruku ropu Ingested 16 1d6 Dex 1d6 Dex (?) 210 0
Jeruku ropu smoke Inhaled 15 2d4 Dex 2d4 Dex (?) 750 (?)
Ketsu Ingested 13 1 Con 1d8 Con (?) 120 0
Kirei-ko Ingested 15 1 Dex 2d4 Dex (?) 500 0
Kiss of the grave (MIP) Contact 20 1d4 Con Perm Mortality (?) 5000 (?)
Laerisss (Smoke) Inhaled 14 2d4 HP 2d6 HP (?) 300 (?)
Large centipede poison Injury 16 1d4 Dex 1d4 Dex 18 150 (?)
Large scorpion venom Injury 18 1d6 Str 1d6 Str 20 200 3
Large spider venom Injury 16 1d6 Str 1d6 Str 18 175 (?)
Lich dust Ingested 17 2d6 Str 1d6 Str 20 250 0
Lichbane (Positoxin) Injury 17 1/1/1 Perm Int/Wis/Cha Loss 1d4/1d4/1d4 Perm Int/Wis/Cha Loss 34 650 (?)
Lifebane Injury 20 1d6 Con + Special 1d6 Con + Special 25 2000 (?)
Liquid mortality (Positoxin) Injury 20 1d4 Perm Str Loss 2d4 Perm Str Loss 40 1250 (?)
Lockjaw Ingested 11 1 Can't Speak (Min) 2d6 Con 15 250 0
Malyss root paste Contact 16 1 Dex 2d4 Dex 20 500 3
Medium centipede poison Injury 13 1d3 Dex 1d3 Dex 15 110 (?)
Medium scorpion poison Injury 15 1d4 Str 1d4 Str 18 175 (?)
Medium spider venom Injury 14 1d4 Str 1d4 Str 15 150 2
Megapede poison Injury 44 2d6/1d4 Con/Dex 2d6/1d4 Con/Dex (?) 24000 11
Mesmer paste Contact 15 1 Dazzled (Min) 1d4 Int 20 300 4
Mist of Nourn Inhaled 25 1d8 Con 1d8 Con 35 7000 (?)
Mixed Osssra Oils (Smoke) Inhaled 22 1d4 Dex 4d4 Uncon (Min) N/A N/A (?)
Mordrei'in Ingested 10 1 Con 1 Con + Special (?) 25 (?)
Mordril leaves Ingested 14 1d6 Con 1d6 Con (?) 25 (?)
Nitharit Contact 13 0 N/A 3d6 Con 20 650 4
Oil of taggit Ingested 15 0 N/A 1d3 Uncon (Hrs) 15 90 0
Pit fiend venom Injury 27 1d6 Con N/A Death (?) 30000 9
Psychotropic Rot Ingested 15 1d4 Wis 3d18 HP 17 125 0
Pufferfish Ingested 14 2d6 Paralysis (Min) 2d4 Str (?) 400 0
Purified couatl venom (Ravage) Injury 16 2d4 Str 4d4 Str (?) 3000 (?)
Purple worm poison Injury 25 1d6 Str 2d6 Str 20 700 4
Raeliss smoke Inhaled 15 1d6 Cha 1d6 Cha 25 2000 6
Redek vine extract Injury 17 2d6 Dex 0 N/A 25 1500 5
Retch Ingested 15 1 Nausea (Min) 1d4 Con 15 120 0
Rill leaf Injury 14 1d2 Cha 1d4 Cha 15 120 3
Roach paste Injury 12 1 Nausea (Rnd) N/A Disease 15 50 (?)
Roshon vapor Inhaled 15 1d4 Int 1d6/1 Dex/Perm Dex Los 25 3100 4
Ruusstantar (Smoke) Inhaled 18 2d4 HP 3d4 HP (?) 750 (?)
Salvo Injury 15 1d4 Random 1d4 Random 12 100 (?)
Sasson juice Contact 18 1d4 Dex 1d4 Dex 22 500 (?)
Sassone leaf residue Contact 16 2d12 HP 1d6 Con 20 300 3
Scorcher fumes Inhaled 18 1d6 x 10 Lose Scent (Min) 1d4 Wis 20 800 4
Sea snake venom Injury 16 1d6 Con 1d6 Con (?) 1100 4
Sekolahs judgment Ingested 18 1d6/2d6 Con/Nausea (Min) 3d6 Con (?) 3000 0
Shadow essence Injury 17 1 Perm Str Loss 2d6 Str 20 250 3
Shreef oil Injury 12 1d2/1d2 Str/Dex 1d2 Str 15 100 1
Shrieking terror saliva Injury 19 N/A Unable to heal 0 N/A (?) 5000 1
Sickstone unguent Injury 19 1d4 Con 1d4 Perm Con Loss (?) 1500 (?)
Sinmaker's surprise Ingt/Injry 18/24 2d6 Con + Special 2d6 Con (?) 4400 (?)
Sirens breath Inhaled 18 N/A Special N/A Special 16 300 (?)
Sleep poison Contact 17 1d3 Uncon (Rds) 1d3 Uncon (Hrs) (?) 300 (?)
Sleep-smoke Inhaled 15 1 Uncon (Min) 1d3 Uncon (Min) 15 25 1
Sleeping weed Contact 13 1 Slow (Min) 1d4 Dex 15 500 2
Slow death Injury 14 1d6 HP/rnd 0 N/A 19 250 (?)
Slow taint (MIP) Contact 15 N/A Special N/A Special 18 300 (?)
Slowswarming (MIP) Ingested 25 1d2/1d6 Con/Cha 1d2 Con 21 1200 0
Small centipede poison Injury 11 1d2 Dex 1d2 Dex 15 90 1
Small scorpion poison Injury 11 1d3 Str 1d3 Str 15 100 (?)
Small spider venom Injury 11 1d3 Str 1d3 Str 15 100 (?)
Snake venom Injury 11 1d6 Con 1d6 Con (?) 200 (?)
Snow spider blood Contact 13 2d6 Paralysis (Min) 0 N/A (?) 750 1
Snowflake lichen powder Inhaled 11 1 Str 1 Dex (?) 75 2
Soul venom Injury 18 1d6 Str 1d6 Str 20 200 (?)
Spotted Toadstool Venom Injury 16 1d6 Str 1d6 Con (?) 350 (?)
Sssartisss Injury 20 2d6 Paralysis (Min) 1d4 Uncon (Hrs) (?) 400 (?)
Stonefish venom Injury 14 1d8 Dex 1d4 Con (?) 180 2
Striped toadstool Ingested 11 1 Wis 2d6/1d4 Wis/Int 15 180 0
Stun gas Inhaled 12 1 Stunned (Rnd) 1d4 Stunned (Rds) (?) 40 (?)
Sufferfume Inhaled 20 1 All Abilities 1 All Abilities 21 1200 (?)
Sunlight oil (Positoxin) Contact 16 1d3 Perm Str Loss 1d3/1d3 Perm Dex/Str Loss 32 1300 (?)
Svaklor venom Injury 24 2d6 Paralysis (Min) 1d4 Con (?) 3500 6
Svaklor venom greater Injury 34 2d6 Paralysis (Min) 1d6 Con (?) 8000 9
Swarming spiderbite (MIP) Ingested 22 1d6 Con 2d6 Con 26 1800 0
Taxine Ingested 13 1d2 Con 2d6 Con (?) 100 (?)
Terinav root Contact 16 1d6 Dex 2d6 Dex 25 750 5
The calling (MIP) Ingested 20 2d6 Con 2d6 Con 28 2000 0
Thever fumes Inhaled 18 0 N/A Perm Blindness 35 3000 4
Thever paste Contact 12 0 N/A Perm Blindness 25 1500 2
Tiny centipede poison Injury 11 1 Dex 1 Dex 15 40 (?)
Tiny scorpion poison Injury 11 1d2 Str 1d2 Str 15 90 (?)
Tiny spider venom Injury 11 1d2 Str 1d2 Str 15 90 (?)
Trollbane Injury N/A Special No Regeneration 0 N/A 25 90 (?)
Tsous Injury 20 4d4 HP 2d4 HP (?) 400 (?)
Ulathlasss (Smoke) Inhaled 20 3d6 Str 2d6 Paralysis (Min) (?) 1500 (?)
Underdark blight Contact 20 1 SR 1 SR 20 300 (?)
Ungol dust Inhaled 15 1 Cha 1d6/1 Cha/Perm Cha Loss 20 1000 3
Unicorn Blood (Ravage) Injury 17 1d3 Str 1d4 Str (?) 500 (?)
Urthanyk Inhaled 19 1d6 Str 1d6 Str 26 2000 (?)
Vapid leaf extract Injury 16 1 Dazed (Min) 2d6 Int 20 250 5
Venomous fire Special 17 1d6 Con 1d6 Con (?) 220 (?)
Vilestar Contact 24 2d6 Str 2d6 Str 34 6000 (?)
Virile madness Ingested 20 1d4/1d4 Int/Wis + Special 1d4/1d4 Int/Wis + Special (?) 1200 0
Volcanic gas Inhaled 13 1d3 Uncon (Hrs) 1d6 Con N/A N/A 1
Warui paseri Ingested 11 1d4 Str 1d4 Str (?) 150 0
Wasp venom Injury 11 1 Dex 1 Dex (?) 75 (?)
White pudding essence Inhaled 13 1d2 Wis 1d2/1d2 Wis/Int (?) 500 4
Wild dwarf knockout poison Injury 14 5 Slow (Rnds) 1 Uncon (Min) (?) 150 (?)
Woolly mammoth eye juice Injury 14 1d2/1d2 Str/Dex 1d4 Str (?) 140 4
Wyvern poison Injury 17 2d6 Con 2d6 Con 25 3000 5
Yellow urchin extract Inhaled 15 1d4/1d4 Dex/Wis 1d6/1d8 Dex/Wis (?) 800 3
Yeti oil Injury 15 1d4 Dex 1d4 Dex (?) 100 2
Zealots blade Injury 14 1d4 Con 1d4 Con 19 350 (?)

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