The Book of Poisons

A tome detailing Zehir's most potent venoms, toxins, and poisons.

Category:
poison
Description:

Bound in snakeskin, the first volume of the Book of Poisons was found on the altar of the Martyr’s Mount during Ghuladon’s occupation. While useful, it appeared nonmagical. The second volume was found in Ghuladon’s hoard after her defeat in the Shadowfell, and when merged with the first volume, manifested its latent powers as a magic implement. It seems likely that a third and final volume exists somewhere…

The Book of Poisons is a +5 Magic Tome with the following properties and powers.

Implement (Tome)
Enhancement: +5 attack rolls and damage rolls
Critical: +5d6 poison damage.
Property: This implement can be imbued with any alchemical poison as if it was a weapon.

Bio:

Poisons are alchemical items that can be compounded by any character with the Alchemist feat. All that is required is one of the recipes listed below, and appropriate quantities of alchemical reagents. The recipes in the Book of Poisons can all be created from commonly available ingredients, and are thus more easily obtained than those on the black market.

Antivenins

Concentrated Antivenin
_The most important aspect of working with poisons is not being poisoned yourself. _
Heal or Nature 15 minutes Lvl 11 350 gp
Power (Consumable): Minor action. Gain a +2 bonus to saving throws against poisons from a source of 20th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.

Injury Poisons

Bloodstinger Venom
This black poison inflicts wounds that burn long after the initial blow is struck.
Thievery or Nature 30 minutes Lvl 13 1,300 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Fortitude; on a hit, the target takes ongoing 10 poison damage (save ends).

Hellstinger Scorpion Venom
A vibrant blue color makes this pasty toxin look harmless.
Thievery or Nature 30 minutes Lvl 15 2,000 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Fortitude; on a hit, the target takes ongoing 10 poison damage and is weakened (save ends both).
Aftereffect: The target is weakened (save ends.)

Blood of Zehir
This deadly red venom is said to come from the veins of the serpent-god.
Thievery or Religion 1 hour Lvl 15 2,000 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Fortitude; on a hit, the target takes ongoing 10 poison damage and is dazed (save ends both).

Demonweb Terror Venom
This deadly poison, also called Deathblade, is highly prized by Drow assassins.
Thievery or Dungeoneering 1 hour Lvl 15 2,000 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Fortitude; on a hit, the target takes ongoing 15 poison damage, is slowed, and takes a -2 penalty to defenses (save ends all).

Mindscorch
Brewed from brain matter harvested from mind flayers, this potent toxin shreds the mind.
Thievery or Dungeoneering 1 hour Lvl 15 2,000 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Will; on a hit, the target takes ongoing 10 poison damage and a -2 penalty to close or area attack rolls (save ends).
First failed saving throw: The target is dazed (save ends).

Sure Venom
This poison has been compounded with preservatives for convenience and reliability.
Thievery or Nature 30 minutes Lvl 19 4,200 gp
Power (Consumable * Poison): Minor action. Apply the poison to your weapon or to one piece of ammunition. The next target you hit with the coated weapon or ammunition takes ongoing 10 poison damage (save ends).

Contact Poisons

Slow-Step Oil
This white oil has the power to slow the movement of a foe.
Thievery or Nature 30 minutes Lvl 18 3,400 gp
Power (Consumable * Poison): Standard action. Apply the poison to your weapon or to one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +21 vs. Fortitude; on a hit, the target is slowed (save ends).

Ingested Poisons

Black Lotus
When prepared as a poison, Black Lotus is ground into a fine, black powder that causes terrifying hallucinations.
Thievery or Nature 1 hour Lvl 15 2,000 gp
Power (Consumable * Illusion): Minor action. You apply the poison to an adjacent food or drink. A creature that consumes that food or drink is subject to an attack after 1d6 rounds: +21 vs. Fortitude; on a hit, that creature takes a -5 penalty to Perception checks until it completes an extended rest. Additionally, while bloodied, the target uses its standard action each round to make a basic attack against the nearest creature, whether enemy or ally (save ends). The effect applies again each time the target is bloodied until it completes an extended rest.

Sweetdreams Tincture
This sweet alchemical elixir dissolves in food or drink, and can incapacitate a foe without ever harming it.
Thievery or Nature 1 hour Lvl 16 3,600 gp
Power (Consumable * Sleep): Minor action. You apply the poison to an adjacent food or drink. A creature that consumes that food or drink is subject to an attack after 1 minute: +21 vs. Fortitude; on a hit, that creature becomes unconscious for 1 hour or until it is subject to an attack or violent motion.

The Calling
A foul mixture of spider eggs and slime collected from an aboleth, this vicious toxin devours the victim from the inside out.
Thievery or Dungeoneering 1 hour Lvl 20 10,000 gp
Power (Consumable * Poison): Minor action. You apply the poison to an adjacent food or drink. A creature that consumes that food or drink is subject to an attack after 2d6 minutes: +23 vs. Fortitude; on a hit, the target takes ongoing 15 poison damage and -2 to Fortitude (save ends both.) A target slain by this poison erupts in a swarm of bloodweb spiders (Monster Manual pg 246) that attack the closest creature each round until destroyed.

Insanity Mist
This fine mist smells cloyingly sweet and attacks the mind.
Thievery or Dungeoneering 1 hour Lvl 20 10,000 gp
Power (Consumable * Poison): Standard action. Make an attack: Area burst 1 within 10; +23 vs. Will; on a hit, that creature is stunned (save ends).
Aftereffect: The creature is dazed (save ends).

The Book of Poisons

Breath of Zehir Galemp