Monster Poisons (4e Guideline)
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Monster Poisons
Making venomous 4e monster? Here are ideas for effects beyond the base poison damage.
- Ongoing poison damage - ongoing 5, 10, 15, 20 or 25 poison damage (save ends), can be used in conjunction with one of the following effects.
- Soporific - target is slowed (save ends); first failed saving throw the target is knocked unconscious instead of slowed (save ends)
- Paralytic - the target is slowed (save ends); first failed saving throw the target is immobilized instead of slowed (save ends); second failed saving throw the target is stunned instead of immobilized (save ends)
- Necrotizing - target is dazed (save ends) and cannot use second wind until the end of the encounter
- Noxious - While the target is taking ongoing poison damage from this attack, the target deals 2, 5, 7, 10 or 12 poison damage to each adjacent creature to it at the start of each of its turns.
- Or just a straight Dazed, Slowed, Immobilized or Weakened (save ends, or until end of next turn). Don't annoy your players with an immediate Stun condition.
- -2 penalty to Will, Reflex or Fortitude (save ends, or until end of next turn)
- -2 penalty to attack rolls (save ends, or until end of next turn)
- -2 penalty to saving throws(save ends, or until end of next turn)
- Poison dart - On a critical hit the target falls unconscious
- Target cannot mark enemies
Aftereffect
- Any of the above could be a save ends aftereffect.
Effects (that occur on a hit or miss)
- Any of the above conditions or penalties could be applied until the end of the creature's next turn.
Miss
- May inflict a condition that lasts until the end of the creatures next turn.
- Flat 5, 10 or 15 poison damage.
Auras
An enemy starting its turn in the aura might take ongoing poison damage or a condition.
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