Poison Moves
Poison Moves
Name Category AP Power Accuracy
Infestation WIS/CHA 30 1d6 +0
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Poison Spray WIS/CHA/INT 30 1d12 +0
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Ray of Sickness CHA/INT 25 2d8 +0
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
Cloudkill INT/CHA 10 5d8 +0
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
Poisonous Bite Finesse 30 2d8 +0
Make a melee attack, on a hit the target takes 2d8 poison damage and must make a Constitution saving throw. On a failure, the target gets the Toxin condition.
Spit Poison Dexterity 5 10d8 +0
Make a ranged attack at a creature within 60ft, on a hit deal 10d8 poison damage. The target must make a Constitution saving throw, taking full damage on a failed save, or half as much damage on a successful one.
Spore Burst Wisdom 15 5d4 +0
Target a creature within 90ft, that creature must make a constitution saving throw. On a failure that creature takes 5d4 poison damage and gains the status effect Toxin.
Precise Sting Finesse 25 1d4 +0
Make a melee attack, on a hit the target takes 1d4 poison and gains the status effect Toxin.
Toxic Armor Special 20 1d4 +0
This creature surrounds itself in a glowing green aura. Whenever a creature hits you with a melee attack, they take 1d4 poison damage and must succeed on a Constitution saving throw or gain the status effect Toxin. This effect lasts until the end of battle.
Contaminated Waste Special 25 Special +0
The area is flooded with a poisonous waste. Any creature with the Toxin status effect, takes the damage twice instead of just once at the end of their turns.
Stupor Gas WIS/CHA 20 Special +0
Target a creature within 60ft, that creature must make a Constitution saving throw. On a failure the target is put to sleep. At the start of each of its turns it can repeat its save ending the effect on a success.
Venomous Drain Finesse 15 3d8 +0
Make a melee attack, on a hit deal 3d8 poison damage and you regain hit points equal to the damage.
Web Dexterity 30 Special +0
Make a Ranged Attack at a creature within 60ft, on hit the target is Restrained by webbing. As an action, the Restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.
Poison Ivy Finesse 30 1d6 +0
Make a melee attack, on a hit the target takes 1d6 poison damage and is poisoned for 1d4-1 rounds. This attack has a 15ft reach.
Delayed Poison Finesse 20 2d8 +0
Make a melee attack, on a hit the target is infused with venom. Whenever the target takes poison damage, they take an additional 2d8 poison damage. Only one instance of this effect can affect a creature. This effect lasts for 1d4+1 rounds. When the effect ends the target becomes poisoned for 1d4-1 rounds.
Poison Cloud INT/CHA/WIS 20 Special +0
Target a creature within 60ft, that creature must make a Constitution saving throw. On a failure the target is poisoned. The target can repeat the save at the end of its turn ending the effect on a success.
Shadow Sword Finesse 10 1d6+3d6+3d6 +0
Make a Melee Attack, on hit, target takes 1d6 piercing damage plus 3d6 necrotic damage and 3d6 poison damage. This creature can then fill an unoccupied 5-foot cube within 5 feet of the target with magical Darkness, which remains for 1 minute.
X-Shadow Sword Finesse 5 1d6+3d6+3d6 +0
Make a Melee Attack for each X, on hit, target takes 1d6 piercing damage plus 3d6 necrotic damage and 3d6 poison damage. This creature can then fill an unoccupied 5-foot cube within 5 feet of the target with magical Darkness, which remains for 1 minute.
Tail Stinger Finesse 10 3d6+12d6 +0
Make a melee attack, on a hit, target takes 3d6 piercing damage, and the target must make a Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.