TEXT: TWO DOZEN DANGERS: POISONS
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9546
  The worlds that most heroes explore are hyper-toxic, 
  with every ecological and mythological niche filled 
  with toxic predators and dangers. The sting of the 
  scorpion, the cobra’s bite, the brown recluse’s bite 
  that goes unnoticed until it’s too late, a concealed 
  hypodermic filled with hemlock and nightshade, the 
  impact of a crossbow bolt painted with numbing 
  black ichors…all can end a hero’s career with more 
  finality than a sword thrust.  
   This short supplement details 24 new poisons, 
  including new magical toxins and deadly natural 
  venoms for fantasy campaigns. Many of the new 
  poisons described here have more complex and inter-
  esting effects than those described in the Pathfinder 
  Roleplaying Game, and many have effects that are 
  only possible in worlds where magic is a real force 
  and fantastic beasts prowl the night. 
  ANTHRAX
  Type inhalation poison
  Save Fort DC 16 
  Frequency 1/round for 10 rounds 
  Initial and Secondary Effect 1d2 Con 
  Cure 2 saves 
  Anthrax is a well known hazard among farmers and 
  peasants. Naturally occurring on tomato vines, skilled 
  poisoners can cultivate the white flakes into a far 
  deadlier version, though carrying or working with 
  anthrax is hazardous. 
  Poisoners have a 15% chance of poisoning them-
  selves while crafting or using Anthrax, and accidently 
  poison themselves on a roll of a natural 1-3 on a 
  Craft check. 
  POISONS 
  PAGE
  Anthrax 
  1
  Basilisk Dung  
  2
  Black Hood’s Oil  
  2
  Brown Recluse Venom 
  2
  Curare  
  2
  Deathcap Mushroom 
  2
  Discordia  
  2
  Dragon Chaser  
  2
  Ferrovore  
  3
  Fool’s Dance 
  3
  Foxglove  
  3
  Gallacin  
  3
  POISONS 
  PAGE
  Grain Ergot  
  3
  Hungry Sword 
  3
  Hydra’s Blood  
  4
  Hystarnaq 
  4
  Liquid Inertia  
  4
  Maggot Wine 
  4
  Sin Eater  
  4
  Slave Taker  
  4
  Thief of Memories 
  5
  Troll Root Sap  
  5
  Vermin Dust  
  5
  Witchhammer  
  5
  
  TWO DOZEN DANGERS: POISONS 
  PAGE 2
  BASILISK DUNG 
  Type ingested 
  Save Fort DC 18  
  Frequency 1/minute for 4 minutes
  Initial Effect petrifaction 
  Secondary Effect 1d6 Dex 
  Cure 2 saves  
  Gathered from the lair of the fearsome magical predator, 
  basilisk dung is dried and ground to a fine powder. Mixed 
  with food, it has an earthy aftertaste. Within a few minutes 
  of ingestion, the victim’s body begins hardening and calci-
  fying. The transformation to a stone statue is intensely 
  painful, as it begins in the victim’s guts. Even those who 
  withstand the poison’s full effects are crippled for several 
  days as their tendons and ligaments are partially petrified. 
  BLACK HOOD’S OIL 
  Type Injury 
  Save Fort DC 22
  Frequency 1/round for 2 rounds 
  Initial and Secondary Effect 1d6 Con 
  Cure 2 saves  
  Used only by executioners, the mere possession of this 
  oily black fluid by a commoner is a capital crime in most 
  lands. Before putting especially dangerous or resourceful 
  criminals to death, executioners coat their blades in Black 
  Hoods Oil, which in addition to its lethal properties is an 
  excellent metal polish. 
  A target who dies while suffering from either the initial or 
  secondary effect of the oil cannot be raised or resurrected 
  by any force short of a Wish or Miracle spell. 
  BROWN RECLUSE VENOM
  Type injury poison  
  Save Fort DC 14 
  Frequency 1/round for 6 rounds 
  Initial Effect 1 point of permanent Str drain
  Secondary Effect 1 Str 
  Cure 1 save 
  The miniscule brown recluse spider is native to most warm 
  climates, and is one of the world’s most successful vermin. 
  Victims of a recluse bite often don’t realize they’ve been 
  injured until it’s too late. Despite its small size, a brown 
  recluses’ venom inflicts horrific damage, rotting away skin 
  and muscle tissue near the wound. Brown recluse usually 
  use their venom to kill lizards, small birds and insects, but 
  will bite humanoids if startled or threatened. 
  CURARE 
  Type injury poison 
  Save Fort DC 15 
  Frequency 1/round for 8 rounds 
  Initial Effect victim is shaken for 1 hour 
  Secondary Effect 1d4 Dex 
  Cure 2 saves 
  Curare is a paralytic plant toxin harvested by rainforest 
  natives for use in hunting and warfare. Spread onto 
  weapons, curare enters the bloodstream quickly causing 
  disorientation, dizziness and eventual paralysis. Victims 
  left untreated often die of respiratory failure. Victims 
  reduced to 0 Dex by curare begin to suffocate.
  DEATHCAP MUSHROOM
  Type  Ingested poison 
  Save Fort DC 14 
  Frequency 1/minute for 6 minutes 
  Initial Effect nausea for 1d6 hours 
  Secondary Effect 1d3 Con
  Cure  1 save 
  The stem and ‘gills’- the fringed underside of the cap- of 
  the spotted white Deathcap Mushroom contain one of the 
  deadliest toxins in the plant world. 
  DISCORDIA 
  Type ingested poison 
  Save Fort DC 15 
  Frequency 1/round for 2 rounds 
  Initial Effect 1d4 Int and stunned for 1 round 
  Secondary Effect unable to benefit from magical bonuses 
  to skill checks, saving throws or attack rolls for 1 minute
  Cure 2 saves   
  Discordia is brewed from the remnants of used potions and 
  mixed with chimera blood and raw arcane energy. The end 
  result is a bubbly, effervescent green liquid that is actually 
  lighter than air; placed in a small vial, the poison will float. 
  Anyone ingesting Discordia has their magical energy flows 
  violently disrupted. 
  Special An alchemist must have at least 9 ranks in 
  Spellcraft to successfully craft Discordia. 
  DRAGON CHASER 
  Type Ingested
  Save Fort DC 19 
  Frequency 1/round for 6 rounds
  Initial and Secondary Effect 1d3 Str and 1 Wis 
  Cure 2 saves  
  
  TWO DOZEN DANGERS: POISONS 
  PAGE 3
  Made from the ground bone marrow of slain dragons, 
  this sticky, garlicky white poultice is especially deadly to 
  members of that proud kind. Victims suffer extreme weak-
  ness and lethargy after exposure, and a dragon’s scales 
  darken and begin molting after ingesting Dragon Chaser. 
  Any creature of the Dragon type, including Sorcerers from 
  the dragon bloodline suffers a -4 racial penalty on Fort 
  Saves made to resist the effects of Dragon Chaser. 
  FERROVORE 
  Type injury poison
  Save Fort DC 14 
  Frequency 1/hour for 6 hours 
  Initial Effect rusting grasp for 1d4 hours 
  Secondary Effect 1d3 Con 
  Cure 1 save 
  Ferrovore is a natural toxin found in the saliva of some 
  mutant Rust Monster breeds. For several hours after a bite, 
  the victim’s body produces iron devouring sweat similar 
  to a Rust Monster’s own secretions, ruining the victim’s 
  gear and any other metal objects he touches. Rust Monsters 
  trail their victims for hours to feast on the rusted metal 
  produced by the toxin. In addition to destroying metal 
  items, Ferrovore also disintegrates the trace iron in the 
  victim’s blood, causing massive internal hemorrhaging and 
  sudden anemia. 
  Despite its debilitating and painful side effects, many 
  adventurers have found tactical use for this toxin, and will 
  willingly expose themselves to it to gain an edge against a 
  heavily armored adversary. 
  For 1d4 hours after succumbing to Ferrovore, the victim 
  produces an effect identical to the rusting grasp spell as 
  a natural Supernatural talent. The victim cannot control 
  or suppress this effect, and affects any ferrous object he 
  touches during this time. 
  FOOL’S DANCE
  Type Ingested poison 
  Save DC 19 
  Frequency 1/minute for 6 minutes
  Initial Effect character is considered flatfooted for 1d3 
  hours
  Secondary Effect 1 point of permanent Int drain 
  Cure 1 save  
  Brewed from hallucinogenic mushrooms mixed with traces 
  of mercury and wormwood, this grey paste causes lasting 
  brain damage, and makes even the most skilled fighter 
  clumsy and buffoonish. 
  FOXGLOVE 
  Type ingested poison
  Save Fort DC 17 
  Frequency 1/minute for 4 minutes 
  Initial and Secondary Effect 1d3 Str and 1d3 Con 
  Cure 1 save  
  This natural plant toxin paralyzes the muscles in an 
  animal’s heart, leading to sudden death by cardiac arrest. 
  GALLACIN 
  Type ingested poison
  Save Fort DC 19 
  Frequency 1/round for 2 rounds 
  Initial and Secondary Effect 2d6 Con 
  Cure 1 save  
  Gallacin has earned a reputation as the poison of choice 
  for expert assassins, who wish to leave behind no trace 
  of their crimes. Most victims of gallacin are believed to 
  have died of stroke or heart attack. The tasteless and odor 
  less liquid is distilled from the pistils of several breeds of 
  tundra flowers, a difficult, time consuming and expensive 
  process. Gallacin metabolizes quickly, and all traces of the 
  poison will vanish completely before the victim succumbs. 
  Gallacin is often nicknamed assassin’s wine: like an 
  assassin, it enters, kills quickly and leaves without a trace. 
  GRAIN ERGOT 
  Type Fort DC 13 
  Save ingested poison
  Frequency 1/min for 4 minutes 
  Initial Effect confusion for 1 minute
  Secondary Effect 1d4 Wis 
  Cure 1 save  
  A type of mold found in moist, slovenly granaries, grain 
  ergot can afflict an entire community, causing halluci-
  nations and madness. The mold can be scraped off a 
  corrupted piece of bread, dried to a powder and used as 
  either a potent hallucinogenic drug or a toxin.
  HUNGRY SWORD
  Type ingested poison
  Save Fort DC 20 
  Frequency 1/round for 8 rounds 
  Initial Effect 1d6 Con 
  Secondary Effect 4d6 hit points 
  Cure 1 save
  Hungry Sword is a favorite poison of assassins, because it 
  kills quickly and messily. The victim’s body begins hemor-
  
  TWO DOZEN DANGERS: POISONS 
  PAGE 4
  rhaging internally at the same time his blood pressure 
  spikes. Those dying of a Hungry Sword dose begin seizing 
  violently while blood fountains from every orifice. 
  HYDRA’S BLOOD 
  Type contact poison
  Save Fort DC 21
  Frequency 1/round for 10 rounds 
  Initial Effect 2d12 hit points
  Secondary Effect 1d3 Con 
  Cure 2 saves
  The blood of the regenerating hydra is one of the most 
  potent solvents in the multiverse. Even touching a cloth 
  soaked in hydra’s blood can be fatal. Victims of hydra’s 
  blood feel their skin boiling away and usually don’t stop 
  screaming until two minutes after their hearts explode. 
  HYSTARNAQ
  Type Injury poison 
  Save Fort DC 16 
  Frequency 1/round for 2 rounds 
  Initial Effect blindness 24 hours 
  Secondary Effect 1d4 Dex 
  Cure 2 saves  
  Hystarnaq is a poison made from the coagulated heart’s 
  blood of a species of jungle songbirds. Victims suffer 
  bleeding from their eyes and burst blood vessels in the 
  retina, as well as dizziness and severe muscle tremors. This 
  vile, fast acting poison is often added to weapons by canny 
  hunters and slavers. 
  LIQUID INERTIA 
  Type ingested poison
  Save Fort DC 20 
  Frequency 1/minute for 6 minutes 
  Initial Effect 1d6 Dex 
  Secondary Effect all speeds are reduced by 5 ft 
  Cure 1 save 
  Liquid Inertia is a distillation of a universal force, a 
  magical poison that only the most skilled alchemists can 
  concoct. A vial of liquid inertia looks almost like honey- a 
  thick yellow liquid that pours slowly and which is surpris-
  ingly heavy for its size. Victims of the poison find it all but 
  impossible to move and feel anchored to the ground. 
  Lost speed is considered ability score damage. One 5 ft 
  speed increment returns per day normally, and anything 
  that would speed ability score restoration will work identi-
  cally on lost speed. A creature reduced to 0 ft speed or less 
  by this toxin is paralyzed. 
  Special An alchemist must have at least 5 ranks in 
  Knowledge (the planes) to craft iquid Inertia. 
  MAGGOT WINE
  Type Injury 
  Save Will DC 18 (affects only undead) 
  Frequency  1/min for 6 minutes 
  Initial and Secondary Effect 1d4 Str and slowed for 1 
  minute 
  Cure 2 saves 
  Made from pulped maggots mixed with holy water, wine 
  and salt, Maggot Wine is the only toxin in the multiverse 
  known to harm undead. Undead make a WILL Save to 
  
  TWO DOZEN DANGERS: POISONS 
  PAGE 5
  resist the toxin’s effect. Maggot Wine has no effect on 
  living creatures, though few can stomach the smell, much 
  less the taste. 
  Special An alchemist must have at least 1 rank in 
  Knowledge (religion) to craft Maggot Wine. 
  SIN EATER 
  Type Inhalation poison
  Save Fort DC 24
  Frequency 1/minute for 6 minutes 
  Initial Effect 1d8 Str 
  Secondary Effect 1d4 Dex 
  Cure 2 saves 
  Sin Eater is a potent brew of 616 different toxins, brought 
  to a slow boil over the course of days, and mixed with holy 
  water and an assamir’s menstrual blood. The vapors of 
  this deadly chemical are deadly even to creatures normally 
  immune to poison and are among the few toxins in the 
  cosmos able to harm Outsiders. Sin Eater affects Outsiders 
  normally. 
  Special An alchemist must have at least 9 ranks in 
  Knowledge (the planes) to successfully craft Sin Eater. 
  SLAVE TAKER 
  Type injury poison
  Save Fort DC 22
  Frequency 1/round for 6 rounds 
  Initial Effect paralysis for 1 minute 
  Secondary Effect 1d6 WIS 
  Cure 1 save  
  Slave Taker is a bitter crimson tar brewed from the leaves 
  and roots of the nathalath plant. Nathalath is a night 
  blooming flower common only to the desert. The poison 
  brewed from this beautiful flower gets its name from its 
  paralytic and will-sapping properties. It is often daubed 
  onto arrows to capture humanoids alive for sale or sacri-
  fice. 
  THIEF OF MEMORIES
  Type Inhalation 
  Save Fort DC 17
  Frequency 1/minute for 8 minutes 
  Initial Effect 1d4 Int 
  Secondary Effect permanent loss of 1 rank in highest 
  ranked class skill (if multiple skills qualify, pick randomly) 
  Cure 2 saves 
  This golden dust is produced by grinding the shed scales of 
  ancient bronze dragons, and mixing the resulting dust with 
  a variety of alchemical reagents. Inhaling the stinging dust 
  causes pinprick hemorrhages in the brain, which blast away 
  intelligence and scour memories clean. 
  TROLL ROOT SAP 
  Type contact poison
  Save Fort DC 17 
  Frequency 1/round for 4 rounds 
  Initial and Secondary Effect 1d4 Con 
  Cure 1 save  
  The plant known as troll root is fast growing and almost 
  impossible to eradicate. The tenacious vine is a plague 
  upon farmers and ranchers, especially because of the waxy 
  venom coating its leaves. The troll root’s sap is potent 
  enough to kill livestock or unwary farmers, and most living 
  creatures avoid the plant. 
  VERMIN DUST 
  Type Inhalation poison
  Save Fort DC 16 
  Frequency 1/minute for 6 minutes 
  Initial Effect nauseated for 1 minute 
  Secondary Effect 1d2 Con  
  Cure 2 saves 
  A naturally occurring toxin that builds in enclosed spaces 
  where rats, insects and other vermin deposit their wastes, 
  Vermin Dust is dangerously common in crowded urban 
  environments and long abandoned structures. 
  WITCHHAMMER 
  Type ingested poison 
  Save Fort DC 18 
  Frequency 1/minute for 8 minutes 
  Initial and Secondary Effect 1d3 Cha 
  Cure 2 saves  
  First brewed long ago, at a time when the instinctive art of 
  sorcery was misunderstood and demonized, Witchhammer 
  was  a favorite tool of sorcerer-hunters. Brewed from 
  rotting apples, Witchhammer has the taste of spoilt cider. 
  The toxin disfigures the body with hideous boils, discol-
  ored patches of skin, tumors and hair loss and saps the 
  confidence and force of personality that sorcerers need to 
  activate their arcane talents. 
  Written by Chris A. Field
  Artwork by Forge Studios
  
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Two Dozen Dangers: Poisons, Copyright 2010, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
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