Magical Poisons
Magical Poisons
The following poisons are available for player use and follow the magical item crafting rules found in the downtime document. They are also available for dm’s to distribute as magical consumable items of their given rarity.
Contact Poisons
Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects. All contact poisons are injury poisons.
Blood Leaf Residue (Weak)
Rare (Contact)
A creature subjected to this poison must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must expend one hit die immediately and roll it. The creature's maximum hit points are reduced by an amount equal to the number rolled until it completes a long rest.
Blood Leaf Residue (Normal)
Very Rare (Contact)
A creature subjected to this poison must make a successful DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must expend two hit dice immediately and roll them. The creature's maximum hit points are reduced by an amount equal to the number rolled until it completes a long rest.
Blood Leaf Residue (Strong)
Legendary (Contact)
A creature subjected to this poison must make a successful DC 17 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must expend three hit dice immediately and roll them. The creature's maximum hit points are reduced by an amount equal to the number rolled until it completes a long rest.
Bloodpyre (Weak)
Rare (Contact)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and become poisoned. The poisoned creature gains a +2 bonus to their Strength score and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 4 (1d8) fire damage. After three successful saves, the poison ends and the creature gains one level of exhaustion.
Bloodpyre (Normal)
Very Rare (Contact)
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 17 (5d6) poison damage, and become poisoned. The poisoned creature gains a +3 bonus to their Strength score and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 9 (2d8) fire damage. After four successful saves, the poison ends and the creature gains one level of exhaustion.
Bloodpyre (Strong)
Legendary (Contact)
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 24 (7d6) poison damage, and become poisoned. The poisoned creature gains a +4 bonus to their Strength score and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 13 (3d8) fire damage. After five successful saves, the poison ends and the creature gains one level of exhaustion.
Dragon Bite (Weak)
Rare (Contact)
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) damage of the type associated with the dragon's color. After three successful saves, the poison ends.
Dragon Bite (Normal)
Very Rare (Contact)
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 17 (5d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 7 (2d6) damage of the type associated with the dragon's color. After four successful saves, the poison ends.
Dragon Bite (Strong)
Legendary (Contact)
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 24 (7d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 10 (3d6) damage of the type associated with the dragon's color. After five successful saves, the poison ends.
Dragon Color Damage Type
Black / Copper - Acid
Blue / Bronze - Lightning
Green - Poison
Red / Brass / Gold - Fire
White / Silver - Cold
Terinav Root (Weak)
Rare (Contact)
A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage and its Dexterity score is reduced by 1d4 on a failed save, or half as much on a successful one. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Terinav Root (Normal)
Very Rare (Contact)
A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage and its Dexterity score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Terinav Root (Strong)
Legendary (Contact)
A creature subjected to this poison must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage and its Dexterity score is reduced by 1d8 on a failed save, or half as much on a successful one. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Ingested Poisons
A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Blue Star (Weak)
Uncommon (Ingested)
A creature subjected to this poison must make a DC 12 Constitution saving throw or become poisoned for 72 hours. The poisoned creature has disadvantage on saving throws against poison and vulnerability to poison damage.
Blue Star (Normal)
Rare (Ingested)
A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage and its Dexterity score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Blue Star (Strong)
Very Rare (Ingested)
A creature subjected to this poison must make a DC 14 Constitution saving throw or become poisoned for 1 week. The poisoned creature has disadvantage on saving throws against poison and vulnerability to poison damage.
Id Moss (Weak)
Rare (Ingested)
A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage and its Intelligence score is reduced by 1d4 on a failed save, or half as much on a successful one. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Id Moss (Normal)
Very Rare (Ingested)
A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage and its Intelligence score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Id Moss (Strong)
Legendary (Ingested)
A creature subjected to this poison must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage and its Intelligence score is reduced by 1d8 on a failed save, or half as much on a successful one. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Midnight Tears (Weak)
Rare (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 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Midnight Tears (Normal)
Very Rare (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 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Midnight Tears (Strong)
Legendary (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.
Unicorn Blood (Weak)
Rare (Ingested)
This poison must be harvested from a dead or Incapacitated Unicorn. A creature subjected to this poison regains 14 (4d4 + 4) hit points and must then succeed on a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. Roll a d4 on the table below.
Unicorn Blood (Normal)
Very Rare (Ingested)
This poison must be harvested from a dead or Incapacitated Unicorn. A creature subjected to this poison regains 21 (6d4 + 6) hit points and must then succeed on a DC 17 Constitution saving throw. On a failed save, the creature is poisoned for 10 minutes. Roll a d4 on the table below.
Unicorn Blood (Strong)
Legendary (Ingested)
This poison must be harvested from a dead or Incapacitated Unicorn. A creature subjected to this poison regains 30 (8d4 + 10) hit points and must then succeed on a DC 19 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. Roll a d4 on the table below.
d4 Poisoned Effect
1 Roll a d6: Str(1), Dex(2), Con(3), Int(4), Wis(5), Cha(6). While poisoned, the target has disadvantage on ability checks and saving throws made with that ability score.
2 While poisoned, the target has disadvantage on attack rolls.
3 While poisoned, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
4 While poisoned, attacks and spells deal an extra 1d8 necrotic damage to the target.
Inhaled Poisons
These poisons are powders or gasses that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Burnt Othur Fumes (Weak)
Uncommon (Inhaled)
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 2 (1d4) poison damage. After two successful saves, the poison ends.
Burnt Othur Fumes (Normal)
Rare (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.
Burnt Othur Fumes (Strong)
Very Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 17 (5d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 7 (2d6) poison damage. After four successful saves, the poison ends.
Crone's Curse (Weak)
Uncommon (Inhaled)
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The Poisoned creature has disadvantage on saving throws to resist the effects of extreme temperatures.
Additionally, the poisoned creature gains vulnerability to cold and fire damage.
Crone's Curse (Normal)
Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The Poisoned creature has disadvantage on saving throws to resist the effects of extreme temperatures.
Additionally, the poisoned creature gains vulnerability to cold and fire damage.
Crone's Curse (Strong)
Very Rare (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 has disadvantage on saving throws to resist the effects of extreme temperatures.
Additionally, the poisoned creature gains vulnerability to cold and fire damage.
Dream Haze (Weak)
Uncommon (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 1 minute. The Poisoned creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dream Haze (Normal)
Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 minute. The Poisoned creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dream Haze (Strong)
Very Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become Poisoned for 1 minute. The Poisoned creature can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
d10 Behavior
1 - The creature 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. The creature doesn’t take an action this turn.
2-6 - The creature doesn’t move or take actions this turn.
7-8 - 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 this turn.
9-10 - The creature can act and move normally.
Insanity Mist (Weak)
Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 10 minutes. The Poisoned creature suffers a bout of short-term madness (as determined by rolling on the Short-Term Madness table in the Dungeon Master's Guide).
Insanity Mist (Normal)
Very Rare (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 suffers a bout of short-term madness (as determined by rolling on the Short-Term Madness table in the Dungeon Master's Guide).
Insanity Mist (Strong)
Legendary (Inhaled)
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature suffers a bout of long-term madness (as determined by rolling on the Long-Term Madness table in the Dungeon Master's Guide).
Inspiration Dust (Weak)
Rare (Inhaled)
A creature subjected to this poison must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage, it gains one use of inspiration, and its Wisdom score is reduced by 1d4 on a failed save, or half as much on a successful one. The target dies if this reduces its Wisdom to 0. The reduction and inspiration last until the target finishes a short or long rest.
Inspiration Dust (Normal)
Very Rare (Inhaled)
A creature subjected to this poison must make a DC 14 Constitution saving throw, taking 16 (4d8) poison damage, it gains one use of inspiration, and its Wisdom score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Wisdom to 0. The reduction and inspiration last until the target finishes a short or long rest.
Inspiration Dust (Strong)
Legendary (Inhaled)
A creature subjected to this poison must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage, it gains one use of inspiration, and its Wisdom score is reduced by 1d8 on a failed save, or half as much on a successful one.
The target dies if this reduces its Wisdom to 0. The reduction and inspiration last until the target finishes a short or long rest.
Malice (Weak)
Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 10 minutes. The Poisoned creature is Blinded.
Malice (Normal)
Very Rare (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.
Malice (Strong)
Legendary (Inhaled)
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become Poisoned for 4 hours. The Poisoned creature is Blinded.
Xensh Spores (Weak)
Uncommon (Inhaled)
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 9 (2d8) poison damage and become Poisoned for 1 minute. The Poisoned creature can’t regain hit points.
Xensh Spores (Normal)
Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 16 (4d8) poison damage and become Poisoned for 1 minute. The Poisoned creature can’t regain hit points.
Xensh Spores (Strong)
Very Rare (Inhaled)
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 27 (6d8) poison damage and become Poisoned for 1 minute. The Poisoned creature can’t regain hit points.
Injury Poisons
Injury poison can be applied to Weapons, Ammunition, Trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.
Drow Poison (Weak)
Rare (Injury)
This poison is typically made only by the drow, and only in a place far removed from sunlight. 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.
Drow Poison (Normal)
Very Rare (Injury)
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 15 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.
Drow Poison (Strong)
Legendary (Injury)
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or be Poisoned for 4 hours. 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.
Greenblood Oil (Weak)
Uncommon (Injury)
A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature takes 4 (1d8) poison damage and spends its action that turn retching and reeling.
Greenblood Oil (Normal)
Rare (Injury)
A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failed save, the creature takes 9 (2d8) poison damage and spends its action that turn retching and reeling.
Greenblood Oil (Strong)
Very Rare (Injury)
A creature subjected to this poison must make a DC 15 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage.
Hazemind (Weak)
Uncommon (Injury)
A creature subjected to this poison must make a successful DC 10 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is docile, and doesn't regard any creature as hostile unless it harms them.
Hazemind (Normal)
Rare (Injury)
A creature subjected to this poison must make a successful DC 12 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is docile, and doesn't regard any creature as hostile unless it harms them.
Hazemind (Strong)
Very Rare (Injury)
A creature subjected to this poison must make a successful DC 14 Constitution saving throw or become poisoned for 1 minute. The poisoned creature is docile, and doesn't regard any creature as hostile unless it harms them.
Jackalroot Essence (Weak)
Uncommon (Injury)
A creature subjected to this poison must make a DC 10 Constitution saving throw or become poisoned for 1 minute. The poisoned creature perceives everything as hilariously funny and falls into fits of laughter falling prone, and becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the creature can make another Constitution saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the poison fades.
Jackalroot Essence (Normal)
Rare (Injury)
A creature subjected to this poison must make a DC 12 Constitution saving throw or become poisoned for 1 minute. The poisoned creature perceives everything as hilariously funny and falls into fits of laughter falling prone, and becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the creature can make another Constitution saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the poison fades.
Jackalroot Essence (Strong)
Very Rare (Injury)
A creature subjected to this poison must make a DC 14 Constitution saving throw or become poisoned for 1 minute. The poisoned creature perceives everything as hilariously funny and falls into fits of laughter falling prone, and becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the creature can make another Constitution saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the poison fades.
Scorpion Venom (Weak)
Rare (Injury)
This poison must be harvested from a dead or Incapacitated Scorpion. A creature subjected to this poison must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Scorpion Venom (Normal)
Very Rare (Injury)
This poison must be harvested from a dead or Incapacitated Scorpion. A creature subjected to this poison must make a DC 14 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.
Scorpion Venom (Strong)
Legendary (Injury)
This poison must be harvested from a dead or Incapacitated Scorpion. A creature subjected to this poison must make a DC 16 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Weak)
Uncommon (Injury)
This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. 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.
Serpent Venom (Normal)
Rare (Injury)
This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Strong)
Very Rare (Injury)
This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Shadow Essence (Weak)
Rare (Injury)
A creature subjected to this poison must make a DC 13 Constitution saving throw, its Strength score is reduced by 1d4 on a failed save, or half as much on a successful one. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this poison, a new shadow rises from the corpse 1d4 hours later.
Shadow Essence (Normal)
Very Rare (Injury)
A creature subjected to this poison must make a DC 15 Constitution saving throw, its Strength score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this poison, a new shadow rises from the corpse 1d4 hours later.
Shadow Essence (Strong)
Legendary (Injury)
A creature subjected to this poison must make a DC 17 Constitution saving throw, its Strength score is reduced by 1d8 on a failed save, or half as much on a successful one. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this poison, a new shadow rises from the corpse 1d4 hours later.
Spider Venom (Weak)
Uncommon (Injury)
This poison must be harvested from a dead or Incapacitated Giant Spider. A creature subjected to this poison must make a DC 10 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.
Spider Venom (Normal)
Rare (Injury)
This poison must be harvested from a dead or Incapacitated Giant Spider. A creature subjected to this poison must make a DC 12 Constitution saving throw, taking 16 (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 in this way.
Spider Venom (Strong)
Very Rare (Injury)
This poison must be harvested from a dead or Incapacitated Giant Spider. A creature subjected to this poison must make a DC 14 Constitution saving throw, taking 25 (6d8) 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.
Treant Sap (Weak)
Rare (Injury)
A creature subjected to this poison must make a DC 13 Constitution saving throw, its Wisdom score is reduced by 1d4 on a failed save, or half as much on a successful one. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Treant Sap (Normal)
Very Rare (Injury)
A creature subjected to this poison must make a DC 15 Constitution saving throw, its Wisdom score is reduced by 1d6 on a failed save, or half as much on a successful one. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Treant Sap (Strong)
Legendary (Injury)
A creature subjected to this poison must make a DC 17 Constitution saving throw, its Wisdom score is reduced by 1d8 on a failed save, or half as much on a successful one. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.