Poison

Dungeon Master's Guide v.3.5 (DMG)3.5
Category
Base
Subcategory
Special Abilities

When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumespoisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s 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 Fortitudesaving 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 theweapon 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 anobject or exposed to the elements in any way remains potent until it is touched or used.

Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a saving throw. It can beactively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, thepoison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. Apoisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins andother characters tend to use ingested poisons outside of combat.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can bethrown 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 one’s breath isineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury: This poison must be delivered through a wound. If a creature has sufficient damagereduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the likesometimes contain injury poisons.

The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.

Type: The poison’s method of delivery (contact, ingested, inhaled, or via an injury) andthe Fortitude save DC to avoid the poison’s damage.

Initial Damage: The damage the character takes immediately upon failing hissaving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is ability drain. Paralysis lasts for 2d6 minutes.

Secondary Damage: The amount of damage the character takes 1 minuteafter exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with anasterisk is ability drain instead of temporary damage.

Price: The cost of one dose (one vial) of the poison. It is not possible to use or applypoison 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 onlyfrom specialized, less than reputable sources.

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 himselfwith the weapon.

Poison Immunities

Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatureswithout metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison,although conceivably special poisons could be concocted specifically to harm them.

Table: Poisons

PoisonType and DC to ResistInitial DamageSecondary DamagePriceDC to Create
NitharitContact DC 1303d6 Con650 gp20
Gorgon’s hairContact DC 162d6 Str1d4 Str300 gp18
Sassone leaf residueContact DC 162d12 hp1d6 Con300 gp20
Malyss root pasteContact DC 161 Dex2d4 Dex500 gp20
Terinav rootContact DC 161d6 Dex2d6 Dex750 gp25
Black lotus extractContact DC 203d6 Con3d6 Con4,500 gp35
Dragon bileContact DC 263d6 Str01,500 gp30
Striped toadstoolIngested DC 111 Wis2d6 Wis + 1d4 Int180 gp15
ArsenicIngested DC 131 Con1d8 Con120 gp15
Id mossIngested DC 141d4 Int2d6 Int125 gp15
Goodbye kissIngested/Injury DC 15ExhaustionExhaustion ou unconsciousness350 gp15
Oil of taggitIngested DC 150Unconsciousness90 gp15
Lich dustIngested DC 172d6 Str1d6 Str250 gp20
Dark reaver powderIngested DC 182d6 Con1d6 Con + 1d6 Str300 gp25
Ungol dustInhaled DC 151 Cha1d6 Cha + 1 Cha*1,000 gp20
Insanity mistInhaled DC 151d4 Wis2d6 Wis1,500 gp20
Burnt othur fumesInhaled DC 181 Con*3d6 Con2,100 gp25
Siren’s breathInhaled DC 18SpecialSpecial300 gp16
Small centipede poisonInjury DC 101d2 Dex1d2 Dex90 gp15
Black adder venomInjury DC 121d6 Con1d6 Con120 gp15
BloodrootInjury DC 1201d4 Con + 1d3 Wis100 gp15
Medium spider venomInjury DC 121d4 Str1d4 Str150 gp15
Drow poisonInjury DC 13UnconsciousnessUnconsciousness for 2d4 hours75gp15
Greenblood oilInjury DC 131 Con1d2 Con100 gp15
Blue whinnisInjury DC 141 ConUnconsciousness120 gp15
Large scorpion venomInjury DC 141d6 Str1d6 Str200 gp20
Giant wasp poisonInjury DC 141d6 Dex1d6 Dex210 gp20
Slow deathInjury DC 141d6 hp/round0250 gp19
Zealot’s bladeInjury DC 141d4 Con1d4 Con350 gp19
SalvoInjury DC 151d4 random ability1d4 random ability100 gp12
Elemental rimeInjury DC 161d4 Dex plus vulnerability to fire1d4 Dex200 gp18
Shadow essenceInjury DC 171 Str*2d6 Str250 gp20
Wyvern poisonInjury DC 172d6 Con2d6 Con3,000 gp25
DeathbladeInjury DC 201d6 Con2d6 Con1,800 gp25
BlasphemixInjury DC 22Special-1 CL (divine spells)750 gp22
Purple worm poisonInjury DC 251d6 Str2d6 Str700 gp20
* Ability drain, not ability damage.