Adventuring Gear, Common
Poison (injury)
A creature subjected to this poison must succeed on a DL 12 Fortitude check, taking 9 (2d8)
poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- You have a disadvantage on attack rolls and ability checks.
- You have the Incapacitated condition.
- You cannot move nor speak.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage
- Any attack that hits you are critical if they are made from within 5 feet of you.