Going in Against a Sicilian

When Death is on the Line:

A Guide to Poisons

~A FrodoOf9Fingers Production

(A warning, this is currently just starting construction.)

        In the game of Pathfinder, poison can be one of the most effective weapons in a player’s arsenal. They are, however, outlawed, looked down upon, and often prohibitively expensive. It’s almost as if Paizo didn’t want us to play with one of their NPC’s favorite toys. This guide is to show how to overcome many of the challenges surrounding these delightful substances.

Color Code:

RED: Either traps or otherwise terrible options, avoid these like the plague.

ORANGE: A generally bad option, even though it may look good.

GREEN: A pretty good option, worth considering.

BLUE: A great option!

PURPLE: The options that you better have a GREAT reason for not choosing, these are the best.

  1. Acquisition

        Probably the hardest part of using poisons is acquiring them. In my years of experience as a player and Pathfinder theory crafter, I have come across four ways to consistently acquire poison: Traditional purchase, crafting, Class and Racial Ability, and Milking (there is a RAW to milk! Stay tuned!). There are two main points to keep in mind when acquiring Poisons: The DC of the poison you can acquire, and the quantity of the poison. Considering those two points, some methods of acquisition are going to be much better than others.

In my personal opinion, if you're resorting to buying poison straight up, you shouldn’t be using poison. The poisons you can buy have low DC’s, especially when considering their price. There are a few things, however, that can aid the honest purchaser.

Black Sheep Trait: Start the game with some poison and access to a person who will sell poison to you. If you feel like your gamemaster might limit your ability to get poison, take this trait and it will secure at least one supply source.

Poisoner’s Jacket (And Greater): Probably the best honest method of acquiring CRB poison via purchase, these items give limited access to poison on a daily basis. However, the CRB poisons are all low DC, so the usefulness of these items quickly drop off later in levels.        

Better than purchasing, crafting poison saves you lots of money and gives you an activity to perform in your downtime. Since poison is a non-magical craftable, you’ll pay ⅓ of the price in raw materials, however the time to craft poison can be… prohibitive, not to mention that there’s no way to scale the DC of the poisons you craft. If your GM is willing, there are a few guides online that offer suggestions and mathematical formula to crafting custom poisons, however it is the opinion of the author that there is a large gap between the intended pricing scheme for poisons and the prices for poisons obtained through the use of such guides. Here are some options that can make crafting your own poisons more feasible:

Master Alchemist: If you're seriously considering crafting your own poisons, and spend gold to do so, take this feat. It vastly increases the speed at which you can craft poison. If you can sell poison for 50% of it’s price, you can actually make a decent profit with this feat, where each poison you sell nets you a profit of ⅙ of it’s price.

        Swift Alchemy (Alchemist 3): Halves the time to create  alchemical items, including poison.

Brewmaster (Dwarf): You get to add 1 to the DC of ingested poisons you make. Really not worth a feat in my opinion.

        

        There are a handful of ways to gain access to poison through class abilities. These in general allow you to poison creatures through natural attacks, although a few of them offer direct access to poisoning your weaponry. The real advantage here is that most of these poisons scale in DC with you, granting you access to some very potent poisons.

        Vishkanya Race: Playing the Vishkanya race gives you immediate access to a 1d2 dex 1 save poison, with the DC scaling off of your con modifier. It’s also limited to 1/day per con modifier. Although the poison is not the most lethal, you can poison weapons ahead of time, making this great for application by projectile, since you can add X poisoned arrows to your quiver everyday. After a week or so, you could end up with 20+ poisoned arrows.

        Grippli Race: Kinda like the Vishkanya, but much, much worse. The poison you can gain access to has a time limit, so no stocking up. And the amount you get doesn’t increase.

Sorcerer Bloodline, Serpentine: The great thing about sorcerer bloodlines is that they are available to everyone through feats, namely the eldritch heritage feats. This particular ability gives you teeth that have a poisoned attached, and it scales very well with your level. Starts as a 1 con 1 save poison and ends up being a 1d4 con 2 consecutive save poison at level 13, with the DC being based on your con modifier and character level. The downfall is that the teeth only last 3+charisma modifier rounds per day. An actual sorceress can take the Wildblooded archetype and gain access to even more poison through the Envenomed bloodline. Requires Skill Focus: Diplomacy and Eldritch Heritage otherwise.

        Shape Changing: Spellcasters with various polymorph spells (and especially druids) gain access to a large variety of poisons. The full list is found below. However, these are almost always attached to a natural attack of some kind, dimming their usefulness. These poison’s DC’s scale with spellcasting ability, so the higher the level of spell and the higher the spellcasting statistic, the more effective the poison will be.

        Animal Companions: Several animal companions make great sources of poison damage, though unless you milk them, they keep this ability to themselves. The DC of poisons from animal companions scale like normal monsters: 10 + 1/2HD + con modifier. Eidolons also fit in this category, when they grab the poison trait (2 evolution points). A list of animal companions that have poison is found at the end of this guide (Soon, not yet).

        Familiars: Once again, several familiars have access to poisons, though it is a debate as to whether or not the DC of the poison scales as you level like an animal companion’s would.  It seems to be the common assumption that it doesn’t scale, even though game developers differ in opinions, but this may change, or your DM may rule otherwise. A list of familiars that have poisons is listed at the end of the guide.

        Summoning: You can always summon monsters or swarms that have poison. But unfortunately, their poisons don’t scale unless you summon a more powerful creature. The Drow feat “Spider Summoner” specifically increases the DC of the poisons of spiders that they summon, and anything that increases the Con modifier of your summons also increases the DC of thier poisons, so look for templates,

        Creation Spells: With a little GM fiat, you can create a lot of poison, and with the right combination of actions, make the poisons you make good.

-Minor creation creates a ton of poison, and requires 1 dose of the poison to be replicated as a material component. Requires that the poison be of “non-living vegetable matter”, so you're restricted to poisons based on plants, and the poison only lasts for so long. Poison is complex, so be ready to make a Craft: Alchemy check.

-Major creation also creates a ton of poison, lasts longer than minor creation, and allows poisons of mineral origin to be replicated. I’m not sure if there are any mineral based poisons, but the option is available.

-Fabricate requires the raw materials of the poison to be present, and in most cases paid for. I honestly don’t see how this is better than simply crafting the poison, other than speeding up the process, which could be useful for any character wanting to make some gold.

        Other Spells: There are several spells that come with a poison effect. Poison and Venomous Bolt both create essentially 1 dose of person that has to be used in the same round it is conjured (but can later be ‘Chaliced’ out, see below). Transmute Potion to Poison seems interesting, but very, very underpowered considering the fixed DC’s of the poisons. Finally, the Whip of X spells act just like summoning spells, so if you're using them just for the poison, just summon the swarms.

        Barbarian Rage Power: Hive Totem Toxicity: A 1d3 con, 1 save poison usable once a rage. This can be nice when used with rage cycling, and especially nice since barbarians tend to have high constitution.

        

        There are few hints as to ways to gather poisons from creatures. DnD 3.5 had a feat in Drow of the Underdark that allowed players to milk poisons from creatures with a handle animal skill check. Pathfinder has the “Harvestor” trait, which alludes to harvesting poison from creatures. However, no rules have been published to allow for milking a creature. There is, however, a wondrous item that would allow you to indirectly milk any poison: the “Chalice of Poison Weeping”.

        The chalice allows the collecting of poisons from victims of poison. So long as a creature is currently under the effect of poison, the chalice can collect that exact poison from the poisoned creature, curing it in the process. The collected poison is identical to the original poison, although it’s save DC is 4 lower than normal. The downfall of the item is the cost (8,000gp), and the fact that it’s only usable once per day.

        The obvious use of this item comes from owning a creature with a poison. Consider a wizard with a Pseudo-Dragon familiar. The wizard has his pseudo-dragon sting a friend over and over until his friend fails his save. Then the wizard “cures” his friend by sucking the poison out of him with his chalice of poison weeping. Viola! One dose of poison. Obviously, the strength of the poison depends greatly on the creature being milked. Animal companions, captured animals or vermin (look at the sapphire jellyfish!), or even purchased animals like scorpions or spiders make completely rules compliant targets. Other reliable sources, such as a druids (or spellcasters in general) shapeshifted into  poisonous creatures and spells that summon such creatures are great sources of poison too.

        At the end of this guide is a list of creatures that have a poison.

  1. Selection

        Selecting the right poison is critical to using poisons effectively. For instance, a wizard might be susceptible to constitution damage poison, but taking him out of the fight immediately with sleep poison might be a better choice. Likewise, a dragon is not going to be an easy target to poison, so using constitution poison will help ensure that future poison applications stick. When choosing what poison you are going to acquire, keep these principles in mind:

        - Variety and quantity are not equal in importance! Since poisons of the same type stack, having more of one kind of poison helps you take down larger targets faster. Focus on gaining access to 1 or 2 kinds of poison, but lots of it.

        - Different poisons are good in different situations: Spellcasters are vulnerable to poisons overall, but especially strength and sleep. Fighters are typically resistant to poisons, and therefore need to have their saves reduced with constitution damaging poison.

        - Constitution damage poison also reduces the target’s HP, making it work great with the typical damage the rest of the group deals. Sleep poisons are great for ending a fight quickly, and strength poisons can quickly drop easy to poison targets such as wizards.

        - The number of saves matter greatly! Once a poison is cured or resisted, future applications no longer stack DC. So, poisons with 2 or more saves to cure are exponentially better than poisons with just 1 save to cure.

  1. Increasing Poison DC and Supply

While getting access to a decent supply of poison is difficult, there are at least a decent list of ways to increase the DC of the poisons. There’s also a few options to increase the amount of  poisons.

Toxic Gift (spellcaster): When milking creatures via the chalice method, adding a spellcaster into the mix can turn a good poison with a low DC into a good poison with a moderate to high DC. However, this involves poisoning the spellcaster in question as well as the original targeting victim. Great for turning a familiar’s poison into something potent. (Note that the duration of toxic gift is instantaneous, and therefore it’s effects last forever).

Lasting Poison (Rogue Talent): Make one poison last two strikes, though at a -2 penalty to the DC of the poison.

Deadly Cocktail (Rogue Major Talent): Either apply two different poisons to the same weapon and deliver them both OR add two of the same poison to the weapon, making the DC increase by 2 and the duration by 50%. Requires rogue 10.

Concentrate Poison (Alchemist): Not as good as Deadly Cocktail, since it only lasts one hour, but there’s nothing that says that you can’t use this discovery three times to combine 4 poisons of the same type into one dose with a +4 to it’s DC.

Stick Poison (Alchemist): This is main advantage of the Alchemist class when it comes to poison. No reduction to DC, and the poison you apply to your weapon lasts a number of strikes equal to your intelligence modifier. Awesome!

Nagaji (Alchemist favored class bonus): For every 3 points of favored class bonus you put into this, you gain +3 craft alchemy for poison and +1 to the DC of poisons that you create. Choosing this race just for that reason is a little, “meh”, but if you have other good reasons then this can really help your crafted poisons stay competitive.

  1. Application
  1. Method of Delivery

        After you’ve selected the right poisons for you and acquired enough of that poison, it’s time for the fun part: using it! However, don’t just jump in and waste every ounce of poison, here’s some tactics of efficient use of poison.

        First of all, because of the stacking rules for poison, quantity is HUGE. Exposing a creature to a single dose of poison doesn’t do much, but introducing 3-5 doses may outright kill it. So, focusing on pumping out as much poison as possible is critical.

        Projectile Weapons: When you have a good to great amount of poison were wasting some of it isn’t an issue, projectile weapons are the best way to go. First, you can poison the projectiles ahead of time, no in the middle of combat application of poisons. Second, it’s fairly easy to get a lot of attacks in a round, especially with feats like rapid shot and manyshot. The downfall is what happens when you miss: ammunition has a 50% chance of being destroyed, and thus wasting that dose of poison.

        Melee Weapons: Melee weapons have the advantage of never wasting a poison, however, they require you to re-poison them every time you successfully use them. There are  a few class abilities that help with this, namely the rogue’s lasting poison (each poison last two strikes, but reduces the DC of the poison by 2) and the alchemists Sticky Poison (makes the poison last as many strikes as the Alchemist’s intelligence modifier). With two weapon fighting, you can surpass the number of attacks that most ranged characters can get. This also comes with the advantage of extending the effects of one dose of poison to multiple attacks.

        Thrown Weapons: The best of both worlds. With a blink back belt, up to four light weapons can be used over and over again. Combined with sticky poison, 4 doses of poison can easily last an entire encounter. Thrown weapons can take advantage of both two weapon fighting AND rapid shot, which makes throwing weapons the highest attacks per round possible.

        Natural Attacks: It’s pretty hard to take full advantage of a poison that comes from a natural attack, since you only attack with a natural attack once in a full attack. However, grappling can change that, allowing you to get up to three attacks per round with a light or natural weapon.

4.2. Use-time poison DC increases

        Insightful Delivery

        Shaken

        Sickened

        Pernicious Poison

  1. Other Gimmicks

        Poison Pill Ring: For 20 gold, you can conceal a dose of poison on your person, and with sleight of hand, be able to use it stealthily. Great for that dinner party where one, or all, of the guests need to be taken one.

        

  1. Poison Using Builds

Mr. Bad Bite

Human Superstitious Barbarian 20

Base: STR: 15 DEX: 11 CON: 19 INT: 7 WIS: 8 CHA: 14

1 Skill Focus: Diplomancy

1 Improved Unarmed Strike

2 Animal Fury

3 Eldritch Heritage: Serpentine

4 Hive Totem

5 Improved Grapple

6 Hive Totem Resiliency

7 Greater Grapple

8 Hive Totem Toxicity

8 Skill Focus: Perception

9 Grabbing Style

10 Superstition

11 Rapid Grappler

12 Eater of Magic

13 Improved Eldritch Heritage

14 Flesh Wound

15 Greater Eldritch Heritage

16 Reckless Abandon

16 Skill Focus: Bluff

17 Ability Focus: Poison

18 Witch Hunter

19

20 Spell Sunder

Mr. Bad Bite takes pleasure in annihilating his enemies through use of his poisonous bite.  His tactic is to simply grapple anything and everything. Every time he maintains a grapple, he gets a free bite attack (via animal fury). At most, he can get 6 attacks (3 actions to maintain a grapple, with 3 free bites) all of which are at full BaB. When he activates his fangs gained from Eldritch Heritage: Serpentine, each bite attack delivers a 1d4 con 2 consecutive save poison. His poison DC can get fairly high when constitution is maxed, reaching as high as DC:40. In addition, Hive Totem Resiliency and his SLA gained from Greater Eldritch Heritage stack very well, he can summon swarm of poisonous snakes to fight along side with while being immune to them himself. Against enemies immune to poison, he takes his role as a crowd control and tank, grappling high threat targets. With ridiculous HP and great saves (especially against spells), he can last a long while in heated combat. His downfall is how long it takes for him to be able to start being really useful. A dip into unarmed fighter might be a good idea for this reason.

  1.  Poisonous Creatures

Here is a list of every creature with poison from bestiaries 1, 2 and 3 (bestiary 4 additions coming soon). They are sorted by type, then size (alphabetical), and then name. Note that the name of the creature that produces said poison is the first thing mentioned in the third column. As a reminder, the save required from a creature greatly affects it’s usefulness. The best saves, in my humble opinion, are as follows: 3 consecutive saves, 2 consecutive saves, 3 saves, 2 saves, 1 save. Of course, situations vary.

Aberration

 Large

 Dark Naga Poison (Ex) Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Aberration

 Large

 Drider Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

Aberration

 Large

 Guardian Naga Poison (Ex) Bite—injury or spit—contact; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Aberration

 Large

 Lunar Naga Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con and 1 Wis; cure 1 save.

Aberration

 Large

 Neh-Thalggu Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Strength damage and staggered; cure 2 consecutive saves. The save DC is Constitution-based.

Aberration

 Large

 Seugathi Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.

Aberration

 Large

 Spirit Naga Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.

Aberration

 Large

 Water Naga Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

Aberration

 Medium

 Ettercap Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.

Aberration

 Medium

 Tentamort Poison (Ex) Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save.

Aberration

 Small

 Fungal Crawler Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based.

Aberration

 Small

 Reefclaw Poison (Ex) Claw—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

Animal

 Huge

 Megalania Poison (Ex) Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Animal

 Large

 Emperor Cobra Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.

Animal

 Large

 Giant Octupus Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.

Animal

 Large

 Giant Toad Poison Skin (Ex) A creature that strikes a giant toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin. Skin—contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.

Animal

 Medium

 Monitor Lizard Poison (Ex) Bite—injury; save Fort DC 14; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.

Animal

 Medium

 Stingray Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Dex and 1 Con; cure 1 save. The save DC is Constitution-based.

Animal

 Medium

 Venomous Snake Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save

Animal

 Small

 Octopus Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Animal

 Tiny

 Compsognathus Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Animal

 Tiny

 Poison Frog Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Animal

 Tiny

 Venomous Snake Swarm Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Animal

 Tiny

 Viper Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Construct

 Small

 Iron Cobra Poison (Ex) An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct. the cobra does not naturally produce this poison. and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks. after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom). though acid. alchemical substances. and even stranger liquids have been used.Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Construct

 Tiny

 Homunculus Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Dragon

 Colossal

 Ice Linnorm Poison (Su) Bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.

Dragon

 Colossal

 Taiga Linnorm Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round for 10 rounds; effect 4d6 electricity damage and 1d8 Dex drain; cure 3 consecutive saves.

Dragon

 Colossal

 Tor Linnorm Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round for 10 rounds; effect 8d6 fire damage and 1d8 Con drain; cure 3 consecutive saves.

Dragon

 Gargantuan

 Cairn Linnorm Poison (Ex) Bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 4d6 acid damage and 1d6 Con drain; cure 2 consecutive saves

Dragon

 Gargantuan

 Fjord Linnorm Poison (Ex) Bite—injury; save Fort DC 27; frequency 1/round for 10 rounds; effect 3d6 cold damage and 1d6 Con drain; cure 2 consecutive saves.

Dragon

 Gargantuan

 Crag Linnorm Poison (Su) Bite—injury; save Fort DC 24; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.

Dragon

 Large

 Wyvern Poison (Ex) Sting—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Dragon

 Medium

 Tatzlwyrm Poison Gasp (Ex) A tatzlwyrm's breath contains a poisonous vapor. While grappling. instead of making a bite or rake attack. a tatzlwyrm can breathe poison into its victim's face. A tatzlwyrm must begin its turn grappling to use this ability—it can't begin a grapple and use its poison gasp in the same turn. Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based

Dragon

 Colossal

 Tarn Linnorm Poison (Su) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves. The save DC is Constitutuion-based.

Dragon

 Tiny

 PseudoDragon Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Fey

 Large

 Fey Giant Toad Poison Skin (Ex) A creature that strikes a fey giant toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin. Skin—contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save

Humanoid(Giant)

 Huge

 Athach Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Str;.cure 2 consecutive saves.

Humanoid

Medium

 Vishkanya Toxic (Ex) A number of times per day equal to its Constitution modifier (minimum 1/day). a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save

Magical Beast

 Gargantuan

 Purple Worm Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.

Magical Beast

 Huge

 Leng Spider Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Con plus confusion for 1 round; cure 2 consecutive saves. A Leng spider's venom causes flesh to blister and rot away and the mind to experience vivid and horrific hallucinations—these visions cause the poisoned creature to react in an unpredictable manner. as if confused. The hallucination element of this poison is mind-affecting. The save DC is Constitution-based.

Magical Beast

 Large

 Amphisbaena Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save.

Magical Beast

 Large

 Catoblepas Poison Breath (Ex) A catoblepas's horrid. stinking breath is 60-foot cone of poison gas. Breath—contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

Magical Beast

 Large

 Death Worm Poison (Ex) Bite—injury; or skin—contact; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.

Magical Beast

 Large

 Devilfish Poison (Ex) Savage bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.

Magical Beast

 Large

 Nue Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.

Magical Beast

 Large

 Phase Spider Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Magical Beast

 Large

 Spider Eater Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/minute for 6 minutes; effect paralysis for 1 minute; cure 1 save. The save DC is Constitution-based.

Magical Beast

 Medium

 Aranea Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save.

Monstrous Humanoid

 Huge

 Thriae Queen Poison (Ex) Sting—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d6 Con plus staggered for 1 round; cure 2 consecutive saves

Monstrous Humanoid

 Large

 Girtablilu Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.

Monstrous Humanoid

 Medium

 Adaro Poison (Ex) Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish—a sticky venom that doesn't wash away in water. Nettlefin Toxin: Spear—injury; save Fort DC 15; frequency 1/minute for 4 minutes; effect paralyzed for 1 minute; cure 2 consecutive saves

Monstrous Humanoid

 Medium

 Jorogumo Poison (Ex) Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.

Monstrous Humanoid

 Medium

 Medusa Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Monstrous Humanoid

 Medium

 SerpentFolk Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based

Monstrous Humanoid

 Medium

 Thriae Soldier Poison (Ex) Sting or arrow—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. As a free action. a thriae soldier can apply her venom to an arrow as she fires the shot. The save DC is Constitution-based.

Monstrous Humanoid

 Small

 Pukwudgie Poison (Su) Quill—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based

Outsider

 Large

 Couatl Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based.

Outsider

 Gargantuan

 Xacarba Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect one chosen by the xacarba from three options; cure 2 consecutive saves. The save DC is Constitution-based. Fiendish Bile: effect 1d4 Str damage (good-aligned creatures also take 2d8 points of damage). Mysterious Blood: effect 1d4 Dex and 1d4 Wis damage plus confusion for 1 round. Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature

Outsider

 Huge

 Aghasura Poison (Ex) Bite or weapon—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.

Outsider

 Huge

 Asurendra Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.

Outsider

 Large

 Bone Devil (Osyluth) injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

Outsider

 Large

 Chernobue Poison (Su) Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick. orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save. being targeted with an effect like neutralize poison. or enduring the full duration of the poison). the orange fluid bursts from the victim's body. causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.

Outsider

 Large

 Ghawwas Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.

Outsider

 Large

 Pit Fiend Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

Outsider

 Medium

 Piscodaemon Poison (Ex) Tentacles—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves

Outsider

 Medium

 Tenebrous Worm Poison (Su) Bristles—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect paralysis for 1d4 rounds plus 1d2 Con (the duration of the paralysis is cumulative with each failed save); cure 2 consecutive saves. The save DC is Constitution-based.

Outsider

 Small

 Vargouille Poison (Su) Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.

Outsider

 Tiny

 Doru Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.

Outsider

 Tiny

 Imp Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based. and includes a +2 racial bonus.

Outsider

 Tiny

 Quasit Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.

Outsider

 Tiny

 Spirit Oni Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves

Outsider

 Tiny

 Tripurasura Poison (Ex) Tongue—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Wis damage; cure 1 save.

Plant

 Colossal

 Sard Poison (Ex) Thorn—injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d2 Dex and 4d6 electricity; cure 2 consecutive saves.

Plant

 Large

 Ascomoid Poison (Ex) Spores—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC is Constitution-based.

Plant

 Small

 Mandragora Poison (Ex) Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally” result on the confusion behavior table ends the effect.

Undead

 Gargantuan

 Nightcrawler Poison (Su) Sting—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Constitution drain and 1 negative level; cure 3 consecutive saves. The save DC is Charisma-based.

Undead

 Large

 Deathweb Poison (Ex) Infestation—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Charisma-based

Vermin

  Medium

 Giant Centipede Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Vermin

 Colossal

 Black Scorpion Poison (Ex) Sting—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Str. 1d4 Dex. and 1d4 Con; cure 3 saves.

Vermin

 Colossal

 Titan Centipede Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

Vermin

 Diminutive

 Centipede Swarm Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Vermin

 Diminutive

 Jellyfish Swarm Poison (Ex) Tentacles—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution based.

Vermin

 Diminutive

 Leech Swarm Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save

Vermin

 Diminutive

 Spider Swarm Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

Vermin

 Diminutive

 Wasp Swarm Poison (Ex) Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.

Vermin

 Gargantuan

 Giant Tarantula Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is Con-based with a +2 racial bonus.

Vermin

 Huge

 Deadfall Scorpion Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.

Vermin

 Huge

 Giant Whiptail Centipede Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is Constitution-based.

Vermin

 Huge

 Ogre Spider Poison (Ex) Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save

Vermin

 Huge

 Sapphire Jellyfish Poison (Ex) Tentacle—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.

Vermin

 Large

 Giant Black Widow Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.

Vermin

 Large

 Giant Jellyfish Poison (Ex) Tentacles—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution based.

Vermin

 Large

 Giant Queen Bee Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Con; cure 2 consecutive saves.

Vermin

 Large

 Giant Scorpion Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Vermin

 Large

 Giant Sea Anemone Poison (Ex) Tentacle­—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex damage; cure 2 consecutive saves.

Vermin

 Large

 Giant Wasp Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based. and includes a +2 racial bonus.

Vermin

 Medium

 Cave Scorpion Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Vermin

 Medium

 Giant Ant Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

Vermin

 Medium

 Giant Bee Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Vermin

 Medium

 Giant Spider Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

Vermin

 Small

 Death's Head Jellyfish Poison (Ex) Tentacle—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1 Con and 1 Cha; cure 2 consecutive saves. If a creature fails two consecutive saving throws. its jaw locks. its tongue swells. and its lips pull back. making speech impossible. This condition ends when the Charisma damage is healed

Vermin

 Small

 Ghost Scorpion Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save

Vermin

 Small

 Giant Crab Spider Poison (Ex) Bite—injury; save Fort DC 14 (includes +2 racial bonus); frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Vermin

 Small

 Giant Rot Grub Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 5 rounds; effect 1d3 Str; cure 1 save.