Poisoned 5e condition and Poison in dnd spells
Which spells force the poisoned 5e condition? Direct: There are two spells which specifically cause the 5e poisoned condition:
- Ray of Sickness 5e
- Contagion 5e
You may touch inflict Disease. Perform a melee spell attack upon a creature within your reach. Are you planning a strike? The target is 5e poisoned. Suppose every poisoned target’s turns end. The target should make a 5e Constitution saving throw. Suppose the target supervenes on three of these saves. Then it is no longer poisoned in 5e, and thus spell ends. If the target loses three of these saves, the target is no more poisoned, but take some diseases. The target is restrained to the chosen Disease for the entire duration of the spell.
“A ray of sickening 5e greenish energy thongs out toward a monster within range. Cause a ranged spell attack against the target. On strike, the target suffers 2d8 poison damage and should make a Constitution saving throw. It is also poisoned in 5e, until the end of your next turn, on a failed save”.
Indirect
There are still several spells that will let us charge creatures that can create the 5e poisoned condition. In general, inflicting the 5e condition will be conditional on the monster hitting, and the target is failing a saving throw.
Create Homunculus: It produces a homunculus that may inflict the poisoned 5e condition while not significant in combat for the cost you pay.
Summon Greater Demon 5e: It lets you summon a rutterkin or similar. Suppose you upcast to Level 7. Instead, you could summon a shoosuva, that packs more of a punch and throws in paralyzed on the poisoned creature. Talk your DM, summon dretches, which emit poisonous gas. Summon demons at your own risk. It applies to Summon Lesser Demons.
Conjure Fey 5e and Conjure Woodland Beings in 5e lets you assemble sprites who have poisoned short bows.
Conjure Fey 5e and conjure monsters 5e may summon absolute beasts which inflict the poisoned 5e condition. But only do so when the target strikes 0 hit points, which is too late for most purposes. E.g. giant wasp, the giant spider, and a giant centipede. The traditional poisoned 5e beasts (say giant poisonous snake) deals with poison damage, but do not inflict the condition.
- Conjure Celestial 5e can summon a cuatl
- Infernal Calling 5e can summon a bearded devil.
You can also utilize polymorph, 5e true polymorph, animal shapes, shape change, or mass polymorph to transform yourself. And your associates into a monster form that can inflict the poisoned 5e condition.
Poison 5e dnd spells
Poisons are prohibited in most societies, given their insidious and deadly characteristics. But are a popular tool among assassins, drow, and other evil beings?
Poisons in 5e come in four types:
Contact: Contact 5e poison can be applied on an object and remains effective until it is Touched or wiped off. A monster that affects contact Poison with visible skin suffers its Effects.
Ingested: A monster must consume an entire dose of ingested toxin to suffer its Effects. Deliver the dose in food or a liquid. You may determine that a partial dose has a reduced Effect, such as allowing advantage on the saving throw or trading only half damage on a failed save.
Inhaled: These 5e poisons are particles or gases that take impact when inhaled. Waving the powder or loosening the gas subjects creatures in a Five-ft cube to its outcome. The resulting cloud disappears immediately later. Holding one’s breath is worthless against inhaled poisons 5e, as they may affect nasal membranes, rip ducts, and other sections of the body.
Injury: Injury poison 5e applies to Weapons, Ammunition, trap Elements, and other Objects that deal intruding or slashing damage and persists potent until passed through a wound or washed off. A monster that takes piercing or slashing injury from an object in 5e Poison coated presented its Effects.
How long does the 5e poisoned condition last in dnd?
Becoming poisoned in 5e: The most vulnerable last only until the introduction of your next turn. Others remain until the completion of your next turn, or for one minute or twenty-four hours. Some even last till saved against and enable you to strive a saving throw every round.
How long does Poison last on a weapon 5e?
One minute: Employing the Poison takes action. A monster hit by the poisoned weapon 5e or ammunition should make a DC 10 Constitution saving throw oppositely take 1d4 poison injury. Once utilized, the Poison retains power for one minute before drying.
It coincides that poisons in 5e are remarkably underwhelming, and the controls feel very poorly considered out and balanced regarding them. So that you know, it is more severe than you imagine.
Poisoned 5e cost: Poison price in 5e dnd
The DMG Prices depends on each dose, not per ‘vial’, thus a single-use. That applies to mid-combat since it only lasts a secondary drying out’) of wyvern venom. For example, comprising three ranged attacks or in max ten rounds of melee combat, costs 1200GP when and if bought. By comparison, a permanently enchanted magic weapon providing +2 d6 damage to an enemy that does not allow a rescue. It may be doubled through crits, and which does not require any unique in battle actions to gain from. It has a suggested retail price of 500 to 5000GP, if and when bought.
Even at the top end of that range, that is at most four people. One time uses of toxin or a permanent magical weapon. Consider that for a second. Harvesting yourself is very hard, provides one dose, and doesn’t have detailed rules whatsoever about how frequently it applies to some monster which is not dead. So I have homebrewed pretty much all elements of toxin in my games. If you would like my house rules, it is a DC10 check using a cooperative creature. Market value is 1/10th listed price unless it is illegal. And is 4x the cost then (or 4/10 that the DMG pricing); the need is that it be hindered, lifeless, or cooperative. And one dose extraction takes place by a monster every day.
All 5e Conditioned Clarified
Requirements: Conditions change a Monster’s abilities in various ways. They can arise because of a spell, a class feature, a creature’s attack, or another effect. For example, most states are blinded, are impairments, but a few, for example, invisible, may be advantageous. A condition lasts Either until it’s countered. (the prone illness is countered by standing up, by way of example) Or it is for a duration specified by the effect which imposed the illness. Suppose multiple effects impose the same condition on a monster. In that case, every case of this illness has its duration, but its effects don’t worsen.
A creature/monster either has a condition or does not. The following definitions specify what happens to a creature while it’s subjected to a state.
States of a creature
Blinded
A blinded creature Can’t see and automatically fails any skill assess which requires sight. Attack rolls against The monster have an advantage, along with the monster’s attack rolls have the drawback.
Charmed
A charmed creature Can’t assault the charmer or goal the charmer with harmful abilities or magical effects. Advantage on any ability to assess to interact socially with all the creature.
Deafened
A deafened monster Can not hear and mechanically fails any ability check that requires a hearing.
Frightened
A fearful creature Has drawback on ability checks and attack rolls while the source of its fear is based on sight. The creature can not Willingly move nearer to the source of its fear.
Grappled
A grappled monster’s rate becomes zero. And it can not benefit from any bonus to its rate. The condition ends if an effect removes the grappled creature from the reach of this grappler or grappling result, the condition also ends like a monster is hurled from the thunderwave spell.
Incapacitated
An incapacitated Monster can not take actions or reactions.
Invisible
An invisible creature Is not possible to see without the help of magic or a unique sense. For concealing, the monster is heavily obscured. The creature’s location could be discovered by any sound it makes or some other tracks it leaves. Attack rolls against The monster have a drawback, and the creature’s attack rolls possess an advantage.
Paralyzed
A paralyzed creature Is incapacitated (see the illness ) and can’t move or talk. The creature Mechanically fails Strength and Dexterity saving throws. Attack rolls against The creature possess the advantage. Any attack that hits The creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
A petrified creature Is transformed, along with any nonmagical thing it is carrying or wearing, into a solid inanimate substance (usually stone). Its fat increases by a factor of ten, and it stops ageing. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its environment.
Poison 5e Price Table
Poison | Type | Price per Dose |
Assassin’s blood | Ingested | 150 gp |
Burnt othur fumes | Inhaled | 500 gp |
Crawler mucus | Contact | 200 gp |
Drow poison | Injury | 200 gp |
Essence of ether | Inhaled | 300 gp |
Malice | Inhaled | 250 gp |
Midnight tears | Ingested | 1,500 gp |
Oil of taggit | Contact | 400 gp |
Pale tincture | Ingested | 250 gp |
Purple Worm poison | Injury | 2,000 gp |
Serpent venom | Injury | 200 gp |
Torpor | Ingested | 600 gp |
Truth serum | Ingested | 150 gp |
Wyvern poison | Injury | 1,200 gp |
Attack rolls against The creature have the advantage.
- The monster automatically fails Strength and Dexterity saving throws.
- The monster has Resistance to all harm.
- Although a toxin or Disease in its method is suspended, the creature is immune to Poison and Disease, not neutralized.
Poisoned
A poisoned 5e creature Has drawback on attack rolls and ability checks.
Prone
A prone animal’s Only movement option is to crawl unless it moves up and thus ends the illness. The creature has an attack roll against The creature has an edge if the attacker is within 5 feet of this monster. Otherwise, the attack roll has a disadvantage.
Restrained
A restrained Creature’s speed becomes 0, and it can’t benefit from any incentive to its speed. Attack rolls against the creature/ monster possess the benefit, and the creature’s attack rolls have a disadvantage. The creature has Drawback on Dexterity saving throws.
Stunned
A stunned animal is Incapacitated, can’t move, and may speak only falteringly. The creature automatically fails Strength and Dexterity economy throws. Attack rolls against The creature have the benefit.
Unconscious
An unconscious Monster is incapacitated (see the condition), can’t move or talk, and is unaware of its environment. The creature falls Whatever it’s holding and falls prone. The monster automatically fails Strength and Dexterity economy throws. Attack rolls against The monster have an advantage. Any attack that hits The monster is a critical hit if the attacker has been within 5 feet of the monster.
Types of poisons in 5e
Each type of Poison in 5e has its painful effects.
Assassin’s Blood (Ingested): A poisoned 5e monster must make a DC 10 Constitution rescue throw. On a failed to save, it requires 6 (1d12) toxin damage and is Poisoned for 24 hours. On a successful save, the monster takes half the damage and isn’t Poisoned.
Burnt other fumes (Inhaled): A monster subjected to this toxin must succeed on a DC 13 Constitution rescue throw or accept 10 (3d6) poison damage. And it has to repeat the saving throw at the start of each of its turns. On every successive failed to save, the character requires 3 (1d6) toxin damage. Following three good saves, the Poison ends.
Crawler Mucus (Contact): This toxin has to be chosen from a deceased or Incapacitated crawler. The Poisoned 5e creature is Paralyzed. The monster can repeat the rescue throw at the end of all its turns, Ending the Effect on itself onto a success.
Drow toxin (Injury): This toxin is typically made only by the drow, and just at a place far removed from the sun. A creature subjected to this Poison in 5e has to succeed on a DC 13 Constitution saving throw or become Poisoned for 1 hour. If the saving throw fails five or even more, the creature is also Unconscious while Poisoned in this manner. The creature wakes up if it takes damage or takes actions to shake it awake if a different creature takes actions.
The essence of ether (Inhaled): The poisoned 5e monster must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned 5e creature is Unconscious. The creature wakes up whether it takes damage or takes action to shake it awake if a different creature takes action.
Malice (Inhaled): A 5e poisoned creature must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight rips (Ingested): A creature that ingests this toxin suffers no effect until the stroke of midnight.
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 monster is Unconscious. The creature wakes up whether it takes damage.
Pale tincture (Ingested): A 5e poisoned creature should succeed on a DC 16 Constitution rescue throw or require 3 (1d6) toxin damage and become Poisoned. The Poisoned creature must repeat the rescue throw every 24 hours, taking 3 (1d6) toxin damage on a failed save. Until that Poison ends, the damage recovery of this poisoned condition in 5e by any means is not possible. After seven successful Saving Throws, the result ends, and the monster can cure usually.
Purple worm poison (Injury): This Poison has to be harvested from a deceased or Incapacitated Purple Worm. A monster exposed to this Poison has to make a DC 19 Constitution rescue throw. It is by carrying 42 (12d6) poison damage on a failed to save, or half as much damage to a successful one.
Serpent Venom (Injury): This Poison has to be harvested from a deceased or Incapacitated Giant Poisonous Snake. A creature subjected to this Poison has to succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed to conserve half as much damage on a successful one.
Torpor (Ingested): The Creature exposed to this poison in 5e must succeed on a DC 15 Constitution rescue throw or become Poisoned for 4d6 hours. The Poisoned monster is Incapacitated.
Truth serum (Ingested): A creature subjected to the Poison must succeed on a DC 11 Constitution rescue throw or become Poisoned for 1 hour. The Poisoned monster can’t knowingly talk a lie, as though under the effect of a Zone of Truth 5e spell.
Wyvern poison (Injury): This toxin must be collected from a dead or Incapacitated Wyvern. A poisoned 5e monster must make a DC 15 Constitution saving throw. It is by making 24 (7d6) poison 5e damage on every failed save. Or it may be half as much damage on a successful one.
Poisoned 5e condition and Poison in dnd spells
Which spells force the poisoned 5e condition? Direct: There are two spells which specifically cause the 5e poisoned condition:
- Ray of Sickness 5e
- Contagion 5e
You may touch inflict Disease. Perform a melee spell attack upon a creature within your reach. Are you planning a strike? The target is 5e poisoned. Suppose every poisoned target’s turns end. The target should make a 5e Constitution saving throw. Suppose the target supervenes on three of these saves. Then it is no longer poisoned in 5e, and thus spell ends. If the target loses three of these saves, the target is no more poisoned, but take some diseases. The target is restrained to the chosen Disease for the entire duration of the spell.
“A ray of sickening 5e greenish energy thongs out toward a monster within range. Cause a ranged spell attack against the target. On strike, the target suffers 2d8 poison damage and should make a Constitution saving throw. It is also poisoned in 5e, until the end of your next turn, on a failed save”.
Indirect
There are still several spells that will let us charge creatures that can create the 5e poisoned condition. In general, inflicting the 5e condition will be conditional on the monster hitting, and the target is failing a saving throw.
Create Homunculus: It produces a homunculus that may inflict the poisoned 5e condition while not significant in combat for the cost you pay.
Summon Greater Demon 5e: It lets you summon a rutterkin or similar. Suppose you upcast to Level 7. Instead, you could summon a shoosuva, that packs more of a punch and throws in paralyzed on the poisoned creature. Talk your DM, summon dretches, which emit poisonous gas. Summon demons at your own risk. It applies to Summon Lesser Demons.
Conjure Fey 5e and Conjure Woodland Beings in 5e lets you assemble sprites who have poisoned short bows.
Conjure Fey 5e and conjure monsters 5e may summon absolute beasts which inflict the poisoned 5e condition. But only do so when the target strikes 0 hit points, which is too late for most purposes. E.g. giant wasp, the giant spider, and a giant centipede. The traditional poisoned 5e beasts (say giant poisonous snake) deals with poison damage, but do not inflict the condition.
- Conjure Celestial 5e can summon a cuatl
- Infernal Calling 5e can summon a bearded devil.
You can also utilize polymorph, 5e true polymorph, animal shapes, shape change, or mass polymorph to transform yourself. And your associates into a monster form that can inflict the poisoned 5e condition.
Poison 5e dnd spells
Poisons are prohibited in most societies, given their insidious and deadly characteristics. But are a popular tool among assassins, drow, and other evil beings?
Poisons in 5e come in four types:
Contact: Contact 5e poison can be applied on an object and remains effective until it is Touched or wiped off. A monster that affects contact Poison with visible skin suffers its Effects.
Ingested: A monster must consume an entire dose of ingested toxin to suffer its Effects. Deliver the dose in food or a liquid. You may determine that a partial dose has a reduced Effect, such as allowing advantage on the saving throw or trading only half damage on a failed save.
Inhaled: These 5e poisons are particles or gases that take impact when inhaled. Waving the powder or loosening the gas subjects creatures in a Five-ft cube to its outcome. The resulting cloud disappears immediately later. Holding one’s breath is worthless against inhaled poisons 5e, as they may affect nasal membranes, rip ducts, and other sections of the body.
Injury: Injury poison 5e applies to Weapons, Ammunition, trap Elements, and other Objects that deal intruding or slashing damage and persists potent until passed through a wound or washed off. A monster that takes piercing or slashing injury from an object in 5e Poison coated presented its Effects.
How long does the 5e poisoned condition last in dnd?
Becoming poisoned in 5e: The most vulnerable last only until the introduction of your next turn. Others remain until the completion of your next turn, or for one minute or twenty-four hours. Some even last till saved against and enable you to strive a saving throw every round.
How long does Poison last on a weapon 5e?
One minute: Employing the Poison takes action. A monster hit by the poisoned weapon 5e or ammunition should make a DC 10 Constitution saving throw oppositely take 1d4 poison injury. Once utilized, the Poison retains power for one minute before drying.
It coincides that poisons in 5e are remarkably underwhelming, and the controls feel very poorly considered out and balanced regarding them. So that you know, it is more severe than you imagine.
Poisoned 5e cost: Poison price in 5e dnd
The DMG Prices depends on each dose, not per ‘vial’, thus a single-use. That applies to mid-combat since it only lasts a secondary drying out’) of wyvern venom. For example, comprising three ranged attacks or in max ten rounds of melee combat, costs 1200GP when and if bought. By comparison, a permanently enchanted magic weapon providing +2 d6 damage to an enemy that does not allow a rescue. It may be doubled through crits, and which does not require any unique in battle actions to gain from. It has a suggested retail price of 500 to 5000GP, if and when bought.
Even at the top end of that range, that is at most four people. One time uses of toxin or a permanent magical weapon. Consider that for a second. Harvesting yourself is very hard, provides one dose, and doesn’t have detailed rules whatsoever about how frequently it applies to some monster which is not dead. So I have homebrewed pretty much all elements of toxin in my games. If you would like my house rules, it is a DC10 check using a cooperative creature. Market value is 1/10th listed price unless it is illegal. And is 4x the cost then (or 4/10 that the DMG pricing); the need is that it be hindered, lifeless, or cooperative. And one dose extraction takes place by a monster every day.
All 5e Conditioned Clarified
Requirements: Conditions change a Monster’s abilities in various ways. They can arise because of a spell, a class feature, a creature’s attack, or another effect. For example, most states are blinded, are impairments, but a few, for example, invisible, may be advantageous. A condition lasts Either until it’s countered. (the prone illness is countered by standing up, by way of example) Or it is for a duration specified by the effect which imposed the illness. Suppose multiple effects impose the same condition on a monster. In that case, every case of this illness has its duration, but its effects don’t worsen.
A creature/monster either has a condition or does not. The following definitions specify what happens to a creature while it’s subjected to a state.
States of a creature
Blinded
A blinded creature Can’t see and automatically fails any skill assess which requires sight. Attack rolls against The monster have an advantage, along with the monster’s attack rolls have the drawback.
Charmed
A charmed creature Can’t assault the charmer or goal the charmer with harmful abilities or magical effects. Advantage on any ability to assess to interact socially with all the creature.
Deafened
A deafened monster Can not hear and mechanically fails any ability check that requires a hearing.
Frightened
A fearful creature Has drawback on ability checks and attack rolls while the source of its fear is based on sight. The creature can not Willingly move nearer to the source of its fear.
Grappled
A grappled monster’s rate becomes zero. And it can not benefit from any bonus to its rate. The condition ends if an effect removes the grappled creature from the reach of this grappler or grappling result, the condition also ends like a monster is hurled from the thunderwave spell.
Incapacitated
An incapacitated Monster can not take actions or reactions.
Invisible
An invisible creature Is not possible to see without the help of magic or a unique sense. For concealing, the monster is heavily obscured. The creature’s location could be discovered by any sound it makes or some other tracks it leaves. Attack rolls against The monster have a drawback, and the creature’s attack rolls possess an advantage.
Paralyzed
A paralyzed creature Is incapacitated (see the illness ) and can’t move or talk. The creature Mechanically fails Strength and Dexterity saving throws. Attack rolls against The creature possess the advantage. Any attack that hits The creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
A petrified creature Is transformed, along with any nonmagical thing it is carrying or wearing, into a solid inanimate substance (usually stone). Its fat increases by a factor of ten, and it stops ageing. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its environment.
Poison 5e Price Table
Poison | Type | Price per Dose |
Assassin’s blood | Ingested | 150 gp |
Burnt othur fumes | Inhaled | 500 gp |
Crawler mucus | Contact | 200 gp |
Drow poison | Injury | 200 gp |
Essence of ether | Inhaled | 300 gp |
Malice | Inhaled | 250 gp |
Midnight tears | Ingested | 1,500 gp |
Oil of taggit | Contact | 400 gp |
Pale tincture | Ingested | 250 gp |
Purple Worm poison | Injury | 2,000 gp |
Serpent venom | Injury | 200 gp |
Torpor | Ingested | 600 gp |
Truth serum | Ingested | 150 gp |
Wyvern poison | Injury | 1,200 gp |
Attack rolls against The creature have the advantage.
- The monster automatically fails Strength and Dexterity saving throws.
- The monster has Resistance to all harm.
- Although a toxin or Disease in its method is suspended, the creature is immune to Poison and Disease, not neutralized.
Poisoned
A poisoned 5e creature Has drawback on attack rolls and ability checks.
Prone
A prone animal’s Only movement option is to crawl unless it moves up and thus ends the illness. The creature has an attack roll against The creature has an edge if the attacker is within 5 feet of this monster. Otherwise, the attack roll has a disadvantage.
Restrained
A restrained Creature’s speed becomes 0, and it can’t benefit from any incentive to its speed. Attack rolls against the creature/ monster possess the benefit, and the creature’s attack rolls have a disadvantage. The creature has Drawback on Dexterity saving throws.
Stunned
A stunned animal is Incapacitated, can’t move, and may speak only falteringly. The creature automatically fails Strength and Dexterity economy throws. Attack rolls against The creature have the benefit.
Unconscious
An unconscious Monster is incapacitated (see the condition), can’t move or talk, and is unaware of its environment. The creature falls Whatever it’s holding and falls prone. The monster automatically fails Strength and Dexterity economy throws. Attack rolls against The monster have an advantage. Any attack that hits The monster is a critical hit if the attacker has been within 5 feet of the monster.
Types of poisons in 5e
Each type of Poison in 5e has its painful effects.
Assassin’s Blood (Ingested): A poisoned 5e monster must make a DC 10 Constitution rescue throw. On a failed to save, it requires 6 (1d12) toxin damage and is Poisoned for 24 hours. On a successful save, the monster takes half the damage and isn’t Poisoned.
Burnt other fumes (Inhaled): A monster subjected to this toxin must succeed on a DC 13 Constitution rescue throw or accept 10 (3d6) poison damage. And it has to repeat the saving throw at the start of each of its turns. On every successive failed to save, the character requires 3 (1d6) toxin damage. Following three good saves, the Poison ends.
Crawler Mucus (Contact): This toxin has to be chosen from a deceased or Incapacitated crawler. The Poisoned 5e creature is Paralyzed. The monster can repeat the rescue throw at the end of all its turns, Ending the Effect on itself onto a success.
Drow toxin (Injury): This toxin is typically made only by the drow, and just at a place far removed from the sun. A creature subjected to this Poison in 5e has to succeed on a DC 13 Constitution saving throw or become Poisoned for 1 hour. If the saving throw fails five or even more, the creature is also Unconscious while Poisoned in this manner. The creature wakes up if it takes damage or takes actions to shake it awake if a different creature takes actions.
The essence of ether (Inhaled): The poisoned 5e monster must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned 5e creature is Unconscious. The creature wakes up whether it takes damage or takes action to shake it awake if a different creature takes action.
Malice (Inhaled): A 5e poisoned creature must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight rips (Ingested): A creature that ingests this toxin suffers no effect until the stroke of midnight.
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 monster is Unconscious. The creature wakes up whether it takes damage.
Pale tincture (Ingested): A 5e poisoned creature should succeed on a DC 16 Constitution rescue throw or require 3 (1d6) toxin damage and become Poisoned. The Poisoned creature must repeat the rescue throw every 24 hours, taking 3 (1d6) toxin damage on a failed save. Until that Poison ends, the damage recovery of this poisoned condition in 5e by any means is not possible. After seven successful Saving Throws, the result ends, and the monster can cure usually.
Purple worm poison (Injury): This Poison has to be harvested from a deceased or Incapacitated Purple Worm. A monster exposed to this Poison has to make a DC 19 Constitution rescue throw. It is by carrying 42 (12d6) poison damage on a failed to save, or half as much damage to a successful one.
Serpent Venom (Injury): This Poison has to be harvested from a deceased or Incapacitated Giant Poisonous Snake. A creature subjected to this Poison has to succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed to conserve half as much damage on a successful one.
Torpor (Ingested): The Creature exposed to this poison in 5e must succeed on a DC 15 Constitution rescue throw or become Poisoned for 4d6 hours. The Poisoned monster is Incapacitated.
Truth serum (Ingested): A creature subjected to the Poison must succeed on a DC 11 Constitution rescue throw or become Poisoned for 1 hour. The Poisoned monster can’t knowingly talk a lie, as though under the effect of a Zone of Truth 5e spell.
Wyvern poison (Injury): This toxin must be collected from a dead or Incapacitated Wyvern. A poisoned 5e monster must make a DC 15 Constitution saving throw. It is by making 24 (7d6) poison 5e damage on every failed save. Or it may be half as much damage on a successful one.