Poisons affect the physiology of living creatures. When combined with weapons, even a light cut can become a deadly wound. Delivered clandestinely, poisons can kill effectively while allowing the killer to remain separate (in time and distance) from the act. There are over a hundred poisons described in this section. They come from three sources. About half are from the Arms and Equipment Guide published for the 3rd Edition of Dungeons & Dragons. For these, a new condition is described here in a sidebar.
A small portion of the poisons in this section are taken directly from the sample poisons in the Dungeon Master’s Guide and the Player’s Handbook. The remainder of the poisons, those appearing on the second chart, are monster-derived. They come from creatures in the Monster Manual and in the other Fifth Edition books. These monster poisons are translated into rules useable for character interactions, provided for players to use after collecting the toxins from defeated monsters.
In game terms, poisons represent a potent value-added factor that can eclipse the damage of normal weapons and unbalance the effectiveness of attacks in your game. As such, poisons should be treated carefully. DMs should not minimize the balancing factors that apply to acquiring poisons: the high material cost, the lengthy production time, the danger of harvesting from monsters, and the near-universal illegality of using, purchasing, or possessing poisons.
Crafting. Characters can craft the poisons presented on the first poison chart (Crafted Toxins) but not the second chart (Creature Toxins). Crafted toxins are created with a poisoner’s kit using various alchemical and herbal ingredients. The DM may decide that certain poisons cannot be crafted with common ingredients, that the crafter must seek out (or randomly encounter) various ingredients in the wild.
Harvesting. Creature toxins are the poisons or curative byproducts derived from monsters. These substances that can only be acquired by harvesting with a poisoner’s kit. A character can harvest poison from any creature that creates its own venom or toxin. The creature must be dead or somehow incapacitated at the time. A living creature can only be harvested from once per day. A dead creature must have died within the last day to still have viable poison within it. Curative byproducts derived from creatures can normally only be harvested from dead creatures.
Harvesting requires a DC 20 Intelligence (Nature) or Intelligence (poisoner’s kit) check. Failure means the creature had no usable poison remaining or the dose collected was spoiled in the attempt and is no longer effective. If the check fails by 5 or more, the harvesting character has accidentally subjected herself to the creature’s poison, taking damage or requiring saving throws as normal. A successful check yields a single dose.
Purchasing. The charts below give prices for single doses of poisons. Purchasing can be easier and faster than creating or harvesting, but dealing in poisons is risky. The DM is the arbiter of what poisons are available, if any, and at what variation to the standard costs. Poisons can be as difficult to acquire as magic items; the DM may impose the restricting guidelines for finding buyers described in Part 4: Wealth. Attempting to purchase such illicit substances risks running afoul the local authorities.
Poisons come in four types.
Injury. A creature whose skin is penetrated by the blade or point of a weapon, trap component, or other sharp object coated with injury poison is exposed to its effects.
Applying a dose of injury poison to a weapon (or up to three pieces of ammunition) takes an action. Thereafter, if the weapon delivering the poison causes piercing or slashing damage, the poison is inflicted as well. Once applied to the weapon, the poison begins to lose potency, drying out after one minute.
Contact. A creature that touches contact poison with exposed skin suffers its effects. Contact poison is also affective if consumed or injected.
As an action, contact poison can be poured or brushed onto a single small object like a doorknob, a bed pillow, or the inside of a gauntlet. Once applied, the contact poison remains viable for 12 hours. Anyone touching the affected object at the point of application is subjected to the poison.
Inhaled. These are powders or gases that take effect when they are inhaled or when they otherwise encounter living creatures. Holding one’s breath is ineffective against inhaled poisons because they also affect nasal membranes, tear ducts, and other parts of the body; inhaled poisons will even affect creatures that do not breathe.
An inhaled dust or gas poison is typically contained in a glass vial. As an action, you can throw the vial up to 20 feet, shattering it on impact and filling a 5-foot cube. Make a ranged attack against a creature, object, or point of origin, treating the vial as an improvised weapon. On a hit, a 5-foot cube of space around the target is filled with gas. On a miss, the DM determines where the vial lands and whether it shatters to release its contents. Alternately, if you pour a dose of an inhaled dust poison onto the palm of your hand, you can use an action to blow it into an adjacent space, filling a 5-foot cube.
Normally, the small cloud of gas or particles persists in the affected area for 1 round before it dissipates. If a poison is listed as “ingested” with a die, like “(Ingested 1d4),” the gas persists that many rounds instead. A wind of moderate or greater speed (at least 10 miles per hour) disperses the poison immediately.
Ingested. A creature swallowing an ingested poison, or consuming food or drink laced with an ingested poison, suffers its effects. As an action, an ingested poison can be added to a single serving of food or an individual drink container. Once applied, the food or drink remains poisoned for 24 hours before the poison degrades and is useless.
In some circumstances, the DM might decide that a victim only gets a partial dose, perhaps because an entire dish of food or a whole punchbowl was poisoned rather than a single serving. In this case, the DM should allow advantage on any related saving throws and inflict only half damage from the poison.
At the DM’s discretion, certain poisons can be acquired as “viscids.” These long-lasting poisons persist until used. This option facilitates certain important gaming tropes. Without it, the poison on the spike traps in that ancient tombs will have expired long before the player characters get to it!
A purchased or crafted viscid is worth twice the listed value for the appropriate dose on the charts below. A dose of creature-derived poison can be turned into a viscid using a poisoner’s kit and additional materials worth the same listed value as the dose.
A viscid injury poison does not dry out when exposed to air; it lasts until the coated sharp object delivers a wound or is otherwise wiped clean.
A viscid contact poison does not expire after half a day; it lasts until the affected surface contacts a single creature. The remainder of the substance is not sufficient to inflict the poison’s effect.
A viscid ingested poison does not expire after a day; it lasts as long as some of the affected food or drink is consumed. (If multiple creatures partake of the poisoned fare, splitting the dose, each consumer rolls its saving throw with advantage.)
Inhaled poisons are, by their nature, thin, light substances. They are not available as viscids.
Each dose comes in a vial, some of them glass vials intended for throwing. Individual doses in vials have no appreciable weight.
Adlevine Extract (Ingested). A creature subjected to this poison must make a DC 11 Constitution saving throw or be poisoned (Wisdom) for 8 hours. While poisoned this way, the creature gains 2 points of Constitution, to a maximum rating of 20. A creature can repeat the saving throw at the end of each hour, ending the effect early on itself on a success.
Alforna (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Strength) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Anemis (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned (Strength) for 10 minutes. At the start of each of its turns, while the condition persists, the victim suffers 1 poison damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Asabi Mist (Inhaled). A creature that enters or starts its turn within the affected 5-foot area must succeed on a DC 12 Constitution saving throw or be poisoned for 10 minutes. The creature can attempt another saving throw at the end of each minute, ending the effect on itself with a success.
Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Assassin Vine (Injury). A creature injected with this poison suffers 21 (6d6) poison damage.
Banelar Essence (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature that fails its saving throw by 5 or more is also unconscious while poisoned this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Basic Poison (Injected). A creature injected with this poison must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage.
Basilisk Oil. This substance is a curative creature component. The gullet fluids of a basilisk, properly collected and preserved, provides a natural reversal for petrification. The gullet of a single adult basilisk contains 1d4+1 doses, but a separate check is required to harvest each dose without spoiling it. A single dose, applied to a petrified creature of Large or smaller size, allows it to make another saving throw to resist (in this case, reverse) the petrification. Multiple doses can allow multiple additional saving throws. It takes one minute to fully apply a dose of the oil to a single creature. Revivification with basilisk oil is impossible if a vital part of the creature, such as its head, has been detached.
Black Lotus Extract (Contact). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 3 minutes. While the condition persists, the victim suffers disadvantage on saving throws based on Wisdom. At the start of each of its turns, while the condition persists, the victim suffers 5 (2d4) poison damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Bloodroot (Injury). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blue Whinnis (Injury). A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or be poisoned for 1 minute. A creature poisoned this way has the unconscious condition while the poisoned condition persists. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success.
Bone Devil’s Sting (Injury). A creature injected with this poison takes 17 (5d6) poison damage and must make a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bone Naga Venom (Injury). A creature injected with this poison 10 (3d6) poison damage. Brain Dust (Inhaled). A creature that enters or starts its turn within the affected 5-foot area must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 1 minute. While poisoned this way, the creature also suffers “confusion.” The creature can attempt another saving throw at the beginning of each of its turns after the first. If successful on a follow-up saving throw, the creature can act normally that turn. Otherwise, roll a d20. On a 1-2, the creature loses its action for the turn and uses all its movement to move in a random direction. (To determine the direction, roll a d8 and assign a direction to each die face.) On a 3-14, the creature doesn’t move or take actions that turn. On a 15-20, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing during that turn.
Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Carrion Crawler Mucus (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Catoblepas Musk (Inhaled). A creature that enters or starts its turn in, or within 10 feet of, the affected 5-foot area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this stench and the stench of any catoblepas for 1 hour.
Choldrith Poison (Injury). A creature injected with this poison takes 10 (3d6) poison damage.
Chuul Saliva (Contact). A creature that touches this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Couatl Venom (Injury). A creature injected with this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Cretel Leaf Residue (Ingested). A creature subjected to this poison must make a DC 14 Constitution saving throw or be poisoned (Wisdom) for 1 hour. While poisoned this way, the creature gains 2 points of Constitution, to a maximum rating of 20. A creature can repeat the saving throw at the end of each minute, ending the effect early on itself on a success. When the effect ends, the creature gains one level of exhaustion.
Crippling Vine (Contact). A creature subjected to this poison must make a DC 13 Constitution saving throw or be poisoned (Strength) for 1 hour. A creature that failed the initial saving throw can repeat it at the end of each 10-minute period, ending the effect early on itself on a success.
Culum Powder (Ingested). A creature subjected to this poison must make a DC 12 Constitution saving throw or be poisoned (Dexterity) for 8 hours. A creature can repeat the saving throw at the end of each hour, ending the effect early on itself on a success. For each failed saving throw, including the initial saving throw, the victim suffers 1 poison damage.
Dancing Monkey Fruit (Ingested). A humanoid creature subjected to this poison must make a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that cannot be poisoned are immune to this magical effect.
The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancing humanoid can repeat the saving throw, ending the dancing effect on itself on a success.
Once the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour.
Dark Reaver Powder (Ingested). A creature subjected to this poison must make a DC 13 Constitution saving throw or suffer 4 (1d8) poison damage and be poisoned (Constitution, Strength) for 1 minute. A creature can repeat the saving throw at the end of each minute, ending the effect early on itself on a success. For each failed saving throw, including the initial saving throw, the victim suffers 4 (1d8) poison damage.
Deathblade (Injury). A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or be poisoned (Constitution) for 1 minute. While this condition persists, the creature cannot benefit from magical healing. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. This substance can be perceived as magical (no school) using a detect magic spell or similar effect.
Death Dog Saliva (Contact). A creature that touches this substance must succeed on a DC 12 Constitution saving throw against disease (not poison) or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The creature dies if the disease reduces its hit point maximum to 0.
Dragon Bile. (Contact). A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or be poisoned (Strength) for 3 hours. While the condition persists, the victim suffers disadvantage on saving throws based on Strength.
Dretch Wretch (Inhaled). This gas spreads around corners. It lightly obscures the impacted 5-foot square and all other squares within 10 feet of it. A creature that enters or starts its turn within the obscured zone must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
Drider Poison (Injury). A creature injected with this poison takes 4 (1d8) poison damage. The secrets of crafting this poison are well-known to driders. If using the optional Formulas rules, acquiring the formula requires interacting with driders.
Drow Poison (Injury). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. The secrets of crafting this poison are well-known to drow. If using the optional Formulas rules, acquiring the formula requires interacting with drow.
Erinyes Poison (Injury). A creature injected with this poison takes 14 (3d8) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Ettercap Venom (Injury). A creature injected with this poison takes 4 (1d8) poison damage and must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Faralin (Ingested). A creature subjected to this poison must make a DC 14 Constitution saving throw or be poisoned (Dexterity, Constitution) for 30 minutes. While poisoned this way, the creature gains 2 points of Strength, to a maximum rating of 20. A creature can repeat the saving throw at the end of each minute, ending the effect early on itself on a success.
Flumph Stench (Inhaled). This poison does not fill an area. Instead, a creature hit by the glass vial is coated with a terrible, sticky substance. The affected creature is automatically poisoned for the duration. Any creature that begins its turn within 5 feet of the target is likewise automatically poisoned until it moves away. The substance remains active for 1d4 hours. A creature can remove this stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Fungal Spore (Inhaled). This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 20-feet cube. Creatures within or entering the affected area must make a DC 15 Constitution saving throw or take 11 (3d6) poison damage and become infected with a disease. Creatures immune to poison are immune to this disease.
As a secondary effect, spores invade an affected creature’s system, killing the creature in a number of hours equal to 1d12 + the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
Gnoll Spittle (Injury). This rare poison can only be harvested from a gnoll that is one of Yeenoghu’s chosen priests. A creature injected with this poison must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Gray Whinnis (Injury). A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. A creature that fails its saving throw by 5 or more is also paralyzed while the poisoned condition persists. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Greenblood Oil (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute.
Green Dragon Breath, Adult (Inhaled). This can be harvested from an adult green dragon or a Gargantuan size green half-dragon. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw. The creature takes 56 (16d6) poison damage on a failed save or half as much damage on a successful save.
Green Dragon Breath, Ancient (Inhaled). This can be harvested from an ancient green dragon. A creature subjected to this poison must succeed on a DC 22 Constitution saving throw. The creature takes 77 (22d6) poison damage on a failed save or half as much damage on a successful save.
Green Dragon Breath, Young (Inhaled). This can be harvested from a young green dragon or a Huge size green half-dragon. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw. The creature takes 42 (12d6) poison damage on a failed save or half as much damage on a successful save.
Green Dragon Breath, Wyrmling (Inhaled). This can be harvested from a wyrmling green dragon or a Medium size (or smaller) green half-dragon. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw. The creature takes 21 (6d6) poison damage on a failed save or half as much damage on a successful save.
Grell Venom (Injury). A creature injected with this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed. It can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Grung Sweat (Contact). A creature that touches this poison must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Guardian Naga Venom (Injury). A creature injected with this poison (45) 10d8 poison damage.
Haluroot (Injury). A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or be poisoned (Wisdom) for 1 minute.
Homunculus Saliva (Injury). A creature injected with this poison must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 1d10 minutes and is unconscious while poisoned this way.
Horror Weed Extract (Contact). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 24 hours. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success. Each failed saving throw inflicts 2 (1d4) psychic damage that cannot be healed until the poisoned condition is removed. This substance can be perceived as magical (no school) using a detect magic spell or similar effect.
Id Moss (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Intelligence) for 24 hours. While the condition persists, the victim suffers disadvantage on saving throws based on Intelligence. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Imp Sting (Injury). A creature injected with this poison must succeed on a DC 11 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful save.
Insanity Smoke (Inhaled). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Wisdom) for 1 hour. The creature can repeat the saving throw at the end of each minute, ending the effect on itself with a success. Each failed saving throw inflicts 4 (1d8) psychic damage that cannot be healed until the poisoned condition is removed. This substance can be perceived as magical (no school) using a detect magic spell or similar effect.
Iron Golem Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 19 Constitution saving throw. The creature takes 45 (10d8) poison damage on a failed save or half as much damage on a successful save.
Kamadan’s Snakes (Injury). A creature injected with this poison must succeed on a DC 12 Constitution saving throw. the creature takes 21 (6d6) poison damage on a failed save or half as much damage on a successful save.
Lich Dust (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Strength) for 24 hours. While the condition persists, the victim suffers from a flaking skin condition; the victim has disadvantage on Charisma (Persuasion) checks made against humanoids that can see the victim’s flaking “lich-like” skin. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Lockjaw (Ingested). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 12 hours. A creature that fails its saving throw by 5 or more is also unable to speak or use verbal spell components while the poisoned condition persists. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Malyss Root Paste (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned (Dexterity) for 12 hours. While the condition persists, the victim suffers disadvantage on saving throws based on Dexterity. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Medusa Venom (Injected). A creature injected with this poison takes 14 (4d6) poison damage.
Mesmer Paste (Contact). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Intelligence) for 12 hours. If the saving throw fails by 5 or more, the creature is also “dazzled” while the poisoned condition persists; the creature has disadvantage on all sight-related attack rolls and Wisdom (Perception) checks. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Myconid Spore, Hallucinogenic (Inhaled). This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 20-feet cube. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Myconid Spore, Euphoric (Inhaled). This rare poison must be harvested from a myconid sovereign that embraces Zuggtymoy. This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 20-feet cube. Creatures in that area or entering it must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends, the creature gains one level of exhaustion.
Neogi Venom (Injury). A creature injected with this poison takes 14 (4d6) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Neogi Venom, Hatchling (Injury). A creature injected with this poison takes 7 (2d6) poison damage and must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Nitharit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 12 hours. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success.
Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Pit Fiend Venom (Injury). A creature injected with this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned this way, the target can’t regain hit points and it takes 6d6 poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pseudodragon Sting (Injury). A creature injected with this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Purple Wormling Poison (Injury). A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Purple Worm Poison (Injury). A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Quasit Crud (Injury). A creature injected with this poison must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raeliss Smoke (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned (Charisma) for 1 hour. While the poisoned condition persists, the victim also loses 2 points of Charisma, to a minimum rating of 3, and has disadvantage on Charisma saving throws. The creature can repeat the saving throw at the end of each minute, ending the effect on itself with a success.
Redek Vine Extract (Injury). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned (Dexterity) for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If the creature fails 3 consecutive saving throws, no more attempts are allowed; the poison persists for the full duration.
Retch (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned (Constitution) for 24 hours. If the initial saving throw fails by 5 or more points, the creature is also “nauseated” while the poison persists; the victim is unable to use reactions during that time. The creature can repeat the saving throw at the end of each hour, ending the effect on itself with a success. Each failed saving throw inflicts 1 poison damage that cannot be healed while the poisoned condition persists.
Rill Leaf (Injury). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned (Charisma) for 1 hour.
Roshon Vapor (Inhaled). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Dexterity) for 1 hour. The creature can repeat the saving throw at the end of each minute, ending the effect on itself with a success. If the initial saving throw fails by 5 or more, the creature also loses 2 points of Dexterity; the loss is permanent until reversed by a greater restoration spell or a successful recuperation check performed in downtime.
Sassone Leaf Residue (Contact). A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or be poisoned (Charisma, Intelligence, Wisdom) for 10 minutes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Each failed saving throw, including the initial saving throw, inflicts 6 (1d12) poison damage.
Scorcher Fumes (Inhaled). A creature that enters or starts its turn within the affected 5-foot area must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the creature is also blinded. If the initial saving throw fails by 5 or more, the blindness becomes permanent, until cured by magic. If the initial saving throw is failed by 4 or less, the creature can attempt another saving throw at the end of each of its turns, ending the effect on itself with a success.
Sea Spawn Quills (Injury). A creature injected with this poison suffers 3 (1d6) poison damage and must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Essence (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned (Strength) for 2 minutes. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If the creature fails 3 consecutive saving throws, no more attempts are allowed; the poison persists for the full duration.
Shoosuva Poison (Injury). A creature injected with this poison must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Shreef Oil (Injury). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned (Dexterity, Strength) for 10 minutes.
Sleeping Weed (Contact). A creature subjected to this poison must make a DC 13 Constitution saving throw or be poisoned (Dexterity) for 5 minutes. While poisoned this way, the subject is slowed; its speed is halved, it takes a 2-point penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both.
Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after 2 successful saving throws.
Spirit Naga Venom (Injury). A creature injected with this poison 31 (7d8) poison damage.
Sprite Spit (Injury). A creature injected with this poison must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Stench Kow Breath (Inhaled). This gas spreads around corners, affecting a 5-foot square. A creature that enters or starts its turn within the zone must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to this scent and the scent of all stench kows for 1 hour. Striped Toadstool (Ingested). A creature subjected to this poison must make a DC 11 Constitution saving throw or be poisoned (Intelligence, Wisdom) for 1 hour. While poisoned this way, the creature has trouble focusing its vision and distinguishing hallucinations from reality; it treats everything farther than 20 feet away as lightly obscured. The creature can repeat the saving throw at the end of each minute, ending the effect on itself with a success.
Svirfneblin Poison (Injury). A creature injected with this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of its turns, ending the effect on itself on a success. The secrets of crafting this poison are well-known to svirfneblin. If using the optional Formulas rules, acquiring the formula requires interacting with svirfneblin.
Terinav Root (Contact). Once applied, this contact poison remains effective for 1 month before becoming inert. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or be poisoned (Dexterity) for 10 minutes. While poisoned this way, the creature’s movement speeds are reduced by 10 feet. The creature can repeat the saving throw at the end of each of each minute, ending the effect on itself with a success.
Thever Fumes (Inhaled). A creature that enters or starts its turn within the affected 5-foot area must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the creature is also blinded. If the initial saving throw fails by 5 or more, the blindness becomes permanent, until cured by magic. If the initial saving throw is failed by less, the creature can attempt another saving throw at the end of each of its turns, ending the effect on itself with a success.
Thever Paste (Contact). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 10 minutes. While poisoned this way, the creature is also blinded. If the initial saving throw fails by 5 or more, the blindness becomes permanent, until cured by magic. If the initial saving throw is failed by less, the creature can attempt another saving throw at the end of each of its turns, ending the effect on itself with a success.
Thri-Kreen Venom (Injury). A creature injected with this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Timmask (Inhaled). A creature that enters or starts its turn within the affected 5-foot area must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the creature suffers “confusion.” The creature can attempt a follow-up saving throw at the beginning of each of its turns. If successful on a follow-up saving throw, the creature can act normally that turn. Otherwise, roll a d20. On a 1-2, the creature loses its action for the turn and uses all its movement to move in a random direction. (To determine the direction, roll a d8 and assign a direction to each die face.) On a 3-14, the creature doesn’t move or take actions that turn. On a 15-20, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing during that turn.
Tlincalli Sting (Injury). A creature injected with this poison suffers 14 (4d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Tressym Tongue. This substance is a curative creature component. A single tongue can be harvested from a dead tressym. Placing the whole tongue on a creature indicates whether the creature is currently poisoned or has the natural ability to produce its own venom. When placed in contact with a substance (or a container holding a single substance) the tongue can determine whether the substance is poisoned or poisonous. The tressym tongue discolors from pink to dark grey to indicate poison, after which it becomes useless. If no poison is indicated, the tongue can be preserved and reused.
Tri-Flower (Inhaled). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be for one hour. While poisoned this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.
Troglodyte Stench (Inhaled). This poison does not fill an area. Instead, a creature hit by the glass vial is coated with a terrible, sticky substance. At the start of its turn, the affected creature, and any creature that begins its turn within 5 feet of the affected creature must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to this stench and the stench of all troglodytes for 1 hour. The substance remains active for 1d4 hours. A creature can remove this stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Unicorn Horn. This substance is a curative creature component. A single horn can be harvested from a dead unicorn and ground into 1d4+1 doses of this powerful curative substance. This harvesting succeeds automatically without an ability check. The consumption of powdered unicorn horn, or its direct application to a wound, heals 2d8+2 hit points and removes all diseases and neutralizes all poisons afflicting the target. When mixed with food, drink, or other consumables, a dose neutralizes any poisons or diseases tainting that substances.
Ungol Dust (Inhaled). A creature that enters or starts its turn in the affected 5-foot area must succeed on a DC 12 Constitution saving throw or be poisoned (Charisma) for 1 minute. If the saving throw fails by 5 or more, the subject loses 2 points of Charisma for 24 hours. This latter effect is not cumulative across multiple attempted saving throws or with other applications of this poison.
Vapid Leaf Extract (Injury). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned (Intelligence) for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends, the creature gains one level of exhaustion if it currently has fewer than 3 levels of exhaustion.
Vegepygmy Chief Spores (Inhaled). This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 15-feet cube. A non-plant creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Verminous Antidote. A creature that drinks this vial of liquid gains advantage on saving throws against poisons for 1 hour, so long as the source is a verminous beast (some kind of spider, snake, scorpion, or the like). This confers no benefits to undead or constructs.
Verminous Venom, Flying Snake (Injury). A creature subjected to this poison suffers 7 (3d4) poison damage.
Verminous Venom, Giant Centipede (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poisoned damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Verminous Venom, Giant Scorpion (Injury). A creature subjected to this poison must succeed on a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Verminous Venom, Giant Spider (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Verminous Venom, Giant Wasp (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Verminous Venom, Giant Wolf Spider (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.
Verminous Venom, Phase Spider (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.
Verminous Venom, Poisonous Snake (Injury). A creature subjected to this poison must succeed on a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Verminous Venom, Scorpion (Injury). A creature subjected to this poison must succeed on a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Verminous Venom, Serpent (Injury). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Verminous Venom, Spider (Injury). A creature subjected to this poison must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Vrock Spores (Inhaled). This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 15-feet cube. The toxin spreads around corners. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect.
Wraith Sheen (Contact). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned (Constitution, Dexterity, Strength) for 1 hour.
Wyvern Poison (Injury). A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Yahcha Beetle. This substance is a curative creature component. The flesh of this fist-sized beetle, when eaten, allows the consuming creature to immediately attempt a new saving throw, with advantage, against the disease known as “mad monkey fever.”
Yochlol Mist (Inhaled). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned this way, the target is incapacitated.
Yuan-ti Venom, Abomination (Injury). A creature injected with this poison suffers 10 (3d6) poison damage.
Yuan-ti Venom, Anathema (Injury). A creature injected with this poison suffers 14 (4d6) poison damage.
Yuan-ti Venom, Common (Injury). A creature injected with this poison suffers 7 (2d6) poison damage.
Zabou (Inhaled). This poison is collected as a spore, not stored in a glass vial. When burst by an impact, the spore fills a 10-feet cube. Creatures within or entering the affected area must make a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, a creature’s skin itches. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.