Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Confused: A confused character’s actions are determined by rolling d10 at the beginning of his turn:

1: Attack caster with melee or ranged weapons (or close with caster if attacking is not possible)
2: Act normally
3–5: Do nothing but babble incoherently
6–7: Flee away from caster at top possible speed
8–10: Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Poisoned: When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Constitution saving throw. The Con save DC against a poison attack depends on the type of poison being used. A successful save avoids (negates) the damage. If they fails, they takes the poison’s initial damage (usually ability damage).

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way — if the vial containing it is left unstoppered, for instance — remains potent until it is touched or used.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.

Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

The characteristics of poisons are summarized on Table 8-3: Poisons in the Dungeon Master’s Guide. Terms on the table are defined below.

Type: The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.

Initial Damage: The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.

Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.

A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Dex save or accidentally poison himself with the weapon.

Wyverns, medusas, and other creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders (such as tanar’ri) are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

Malaria (disease):

- Incubation: 1-6 days
- Damage: Nauseated or confusion, possible ability damage or unconsciousness, possible Blackwater fever, possible death (2 weeks)

Malaria is, of course, a notorious disease caused by mosquitos who transfer it through blood-sucking. It has been known as ague, “bad air” (mala aria from which it gets the name), and marsh fever. Malaria is likely to occur in swampy areas where mosquitos thrive.

Malaria causes fever, shivers, vomiting, anemia (pale skin and poor blood flow), convulsions, tingling in extremities, brain damage, and coma. Death usually occurs while in this coma, from kidney failure or other organ failure. In severe cases, malaria can lead to Blackwater fever, which causes urine to appear red or black (hence the name).

If the PC fails their check by more than 5 points, s/he is confused instead of nauseated (using convulsions as variable of unusable actions). S/he also takes 1d4 Con and 1d3 Str damage.

If the PC fails their check by more than 10 points, s/he takes 2d4 Con and 2d3 Str damage and falls unconscious.
If the PC rolls a natural one, s/he contracts Blackwater fever (see separate entry for details).

DM ONLY: Malaria can be cured through the herbal use of the sweet-worm wood shrub. Chewing the shrub will give advantage on the Con save to see if malaria is contracted or over come. An immediate cure can be brewed by boiling the Toad Spew fungus plant with crushed garlic.

Black Water Fever (Disease):

- Incubation: 1-6 days
- Damage: Nauseated, fatigued or ability damage, possible secondary ability damage or unconsciousness, possible death (1 week)

Blackwater fever is a complication of malaria caused by bleeding into the abdomen. It causes flu-like symptoms, jaundice, vomiting, severe anemia, and red or black urine (hence the name). Death is usually imminent with blackwater fever, as it is difficult to treat and and occur within 1 week of catching malaria.

If a character rolls a natural one on a Fortitude save to avoid catching malaria, s/he contracts Blackwater fever instead, and is considered nauseated and fatigued.

If the PC fails their check by more than 5 points, s/he takes 1d4 Con and 1d6 Str damage instead of becoming nauseated and fatigued.

If the PC fails their check by more than 10 points, s/he takes ability damage of 2d4 Con and 1d6 Str, plus the initial 2d4 Con and 1d6 Str.

If the PC rolls a natural one, s/he falls into a coma (unconsciousness) and must be healed within one day or die.


El Jazzar's Treasure jddavis1