TEXT:  
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  TITLE 
  1 
   
   
  
   
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  2 
  WELCOME TO THE JUNGLE 
   
   
   
  Poisons & Native Backgrounds 
   
   
  This book is an attempt to expand on the incredible dangers of the vast wilds of 
  Chult, from its jungles to its wastelands. Inside, you will find a catalog of the exotic 
  flora and fauna of Chult and guidelines for how to harvest and craft various poisons 
  from them, as well as two new character backgrounds for the natives of the jungle 
  who are all too familiar with these dangers. 
   
   
  An expanded guide to the poisons of Chult and the 
  natives who live there 
   
   
   
  by Anthony Wilcox  
  With Special Thanks to Miles Austin, Brandon Brubaker, Sean Daugherty, & Arcana Games 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and 
  their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
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  TITLE 
  3 
  Introduction 
  The material presented in this book is designed 
  to be used in conjunction with the Tomb of 
  Annihilation adventure, in which characters 
  explore the jungles of Chult hex by hex and 
  spend a significant portion of their time in the 
  wilds. However, this material could easily be 
  adapted for any campaign set in or near a 
  jungle or rainforest in any setting – especially 
  one in which the characters spend a large 
  amount of time traveling. 
   
  Poisons 
  Exploring Chult can be a daunting enough task 
  for even the heartiest of adventurers; dangers 
  can lie around any tree and beneath any 
  toadstool. Yet some adventurers will wish to seek 
  out these very threats in the hope of crafting 
  useful poisons from the roots and seeds of those 
  perils. 
   
  Characters who wish to forage for poison 
  reagents may do so anytime they are in the 
  wilds. Many characters will wish to do this by 
  spending an hour scrounging about their 
  campsite, often in the evening, while others will 
  wish to keep their eyes peeled during travel. One 
  hour of purposeful foraging (during which time 
  no real distance is traveled) is equal to 8 hours of 
  watchful traveling. In either case, the character 
  may roll one Intelligence (Nature) check. The DC 
  is determined by the terrain. 
  Foraging DCs 
   
  Special circumstances may apply should the 
  player choose watchful traveling method of 
  foraging. If the party’s navigator (see page 38 of 
  Tomb of Annihilation) also chooses to be a 
  watchful traveler, she has disadvantage on both 
  the foraging and navigating check. Additionally, 
  any party member beyond the first who chooses 
  to be a watchful traveler has disadvantage to the 
  Intelligence (Nature) check to forage during that 
  day of travel. Apply a +5 bonus to all foraging 
  checks for a party who sets a slow traveling pace 
  and a -5 penalty to all foraging checks for a party 
  who sets a fast pace. 
   
  Regardless of whether the player is a purposeful 
  forager or watchful traveler, if the character’s 
  Intelligence (Nature) check is successful, she may 
  roll once on the following appropriate table 
  (based on terrain). The result of this roll 
  determines the reagent found during that period 
  of foraging. If the Intelligence (Nature) check is a 
  natural 20, she may instead roll twice on the 
  table. 
   
   
  Coast Foraging Results 
  d6 
  Reagent 
  1 
  Tchongaberry Seed Extract 
  2 
  Incurare 
  3 
  Balif Succulent 
  4 
  Balif Succulent 
  5 
  Incurare 
  6 
  Violet Whinnis 
   
   
  Jungle Foraging Results 
  3d6 
  Reagent 
  3 
  Blightfumes* 
  4 
  Tears of Ubtao 
  5 
  Tchongaberry Seed Extract 
  6 
  Rinri Wira 
  7 
  Rotmoss 
  8 
  Kroakoatl Stool 
  9 
  Balif Succulent 
  10 
  Drimia Root Powder 
  11 
  Dancing Monkey Fruit Juice 
  12 
  Drimia Root Powder 
  13 
  Drimia Root Powder 
  14 
  Xa’ac Leaf Residue 
  15 
  Zaryun Nettle 
  16 
  Zaryun Nettle 
  17 
  Tears of Ubtao 
  18 
  Kir Strych 
  *Blightfumes may only be found in undead territory. If you roll to 
  forage blightfumes outside of undead territory, simply reroll. 
   
   
  DC 
  Terrain 
  10 
  Jungle, Mountain, Swamp 
  14 
  Coast, Lake, River 
  18 
  Wasteland 
  
   
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  TITLE 
  4 
  Lake Foraging Results 
  2d6 
  Reagent 
  2 
  Blightfumes* 
  3 
  Zaryun Nettle 
  4 
  Zaryun Nettle 
  5 
  Zaryun Nettle 
  6 
  Glintweed 
  7 
  Glintweed 
  8 
  Glintweed 
  9 
  Violet Whinnis 
  10 
  Violet Whinnis 
  11 
  Crimson Snakeroot 
  12 
  Crimson Snakeroot 
  *Blightfumes may only be found in undead territory. If you roll to 
  forage blightfumes outside of undead territory, simply reroll. 
   
  Mountain Foraging Results 
  d6 
  Reagent 
  1 
  Balif Succulent 
  2 
  Drimia Root Powder 
  3 
  Kir Strych 
  4 
  Tchongaberry Seed Extract 
  5 
  Tears of Ubtao 
  6 
  Xa’ac Leaf Residue 
   
  River Foraging Results 
  d4 
  Reagent 
  1 
  Balif Succulent 
  2 
  Rinri Wira 
  3 
  Rotmoss 
  4 
  Zaryun Nettle 
   
  Swamp Foraging Results 
  d6 
  Reagent 
  1 
  Blightfumes* 
  2 
  Crimson Snakeroot 
  3 
  Kroakoatl Stool 
  4 
  Rinri Wira 
  5 
  Rotmoss 
  6 
  Zaryun Nettle 
  *Blightfumes may only be found in undead territory. If you roll to 
  forage blightfumes outside of undead territory, simply reroll. 
   
  Wasteland Foraging Results 
  d4 
  Reagent 
  1 
  Drimia Root Powder 
  2 
  Drimia Root Powder 
  3 
  Zabou Spores 
  4 
  Wyrmroot 
  Foraged Poison Reagents 
  Following is a description of each root, leaf, and 
  toadstool characters may find while foraging in 
  the jungles, along with any special rules that 
  apply for gathering each reagent. 
   
  For a summary table of all possible craftable 
  poisons using these reagents, see page 9. 
  Balif Succulent 
  Enhancement Herb 
  This tiny stonecrop was brought to Chult 
  originally as a decorative houseplant by traders 
  from Baldur’s Gate over a century ago. However, 
  Chultans are not exactly known for their potted 
  plants and so the balif succulent’s ancestor was 
  allowed to spread into the wild. Upon doing so, 
  the stonecrop soon mutated into the succulent 
  today known as the balif, its leaves growing 
  slightly wider and its thorns growing thicker. 
  While still relatively harmless on its own, the 
  balif succulent contains within it a substance 
  that drastically slows the spread of a poison 
  through a creature’s veins. 
   
  If prepared as a chewy beverage that takes 4 
  hours to boil and re-thicken, the balif succulent 
  elixir lasts for 2 weeks before losing its potency. 
  If ingested in this fashion within 3 rounds of 
  being poisoned, the poisoned creature can 
  immediately make a second saving throw 
  against the effects of the poison; if successful, 
  the effects of the poison end immediately. 
   
  The balif succulent has a much less benign use 
  as well, however. If prepared without boiling 
  and mixed into a poison, the balif succulent 
  slows the effects of any poison in a dastardly 
  manner. Such a poison deals no poison damage, 
  but the creature is poisoned for 1d4 hours 
  instead of the usual duration. 
   
  Balif succulents and rotmoss do not mix well; 
  attempting to mix the two results in an 
  impotent poison that has no effects. 
  
   
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  TITLE 
  5 
  Blightfumes 
  Inhaled Poison 
  The jungles of Chult are infested with the 
  undead. Sometimes, after a particularly nasty 
  undead monstrosity lies on one patch of ground 
  for too long, its blight passes on to the soils 
  beneath it. When that happens, plants in the 
  nearby begin to emit a toxic fume – the 
  blightfume. 
   
  Blightfumes are dangerous to gather and 
  require an airtight container of some sort to 
  keep safely. Additionally, a character who is 
  proficient in a poisoner’s kit may roll a DC 16 
  Dexterity check to avoid exposure to the fumes 
  during collection. A failure on this roll means 
  the character is exposed to the blightfumes, 
  though the reagent is still collected. 
   
  Any living creature exposed to blightfumes must 
  roll a DC 13 Constitution saving throw. On a 
  failed save, that creature suffers 3d6 necrotic 
  damage and gains the poisoned condition for 
  one hour. At the end of that duration, the 
  creature may make another DC 13 Constitution 
  save. Another failure indicates the effect 
  repeats. A success at any point results in the 
  exposed creature suffering 1d6 necrotic damage 
  but ends any further effects from the 
  blightfumes. 
  Crimson Snakeroot 
  Enhancement Herb 
  This long, thin, snakelike tuber is only found in 
  marshes and lakesides. Once pulled from the 
  ground, it constantly beads a sweet, blood-
  colored molasses that moistens any container it 
  is placed in. A favorite treat amongst the grungs 
  and batiri both, the crimson snakeroot’s 
  drippings also contain an incredibly deadly – 
  but inactive – toxin. 
   
  If the crimson snakeroot is mixed with another 
  poison of any kind, the toxin is activated and 
  adapts to enhance the already-existing poison, 
  increasing its DC by 3. 
  Dancing Monkey Fruit Juice 
  Ingested Poison 
  The juice of the dancing monkey fruit by itself is 
  not quite as potent as the full fruit (see page 
  205 of Tomb of Annihilation for the full effects of 
  the fruit if eaten whole), but when mixed into 
  other foods or drinks, its effects can be distilled 
  and prolonged. 
   
  A humanoid who imbibes this magical mind-
  affecting juice must succeed on a DC 14 
  Constitution saving throw or begin trembling 
  uncontrollably, causing the trembler to have 
  disadvantage on attack rolls and Dexterity 
  saving throws. These tremors are less severe 
  than the full fruit’s effect and attackers against 
  the trembler do not have advantage. However, 
  the trembling effects last for 1 hour, upon which 
  the trembler may repeat the saving throw, 
  ending the effect on itself with a success. 
  Drimia Root Powder 
  Injury Poison 
  Drimiae are a very common flower throughout 
  the jungle and beyond. By themselves, they are 
  hardly dangerous, but when their roots are 
  ground into a powder and slowly heated over 5 
  minutes, a fast-acting poison is formed. 
   
  Drimia root powder has a DC of 11; upon a 
  failed save, it inflicts 1d4 poison damage and 
  the affected creature suffers the poisoned 
  condition for 1 minute. 
  Glintweed 
  Ingested Poison 
  Named for the sheen this magical, aquatic herb 
  has once removed from its home lake or river, 
  glintweed is a prized possession among divers – 
  albeit reluctantly so. 
   
  One hour after being eaten raw (glintweed loses 
  all effects if cooked or prepared in any way), the 
  imbiber of this acrid leafy plant must make a 
  DC 12 Constitution saving throw. If successful, 
  the imbiber’s digestive system rejects the weed 
  and the imbiber vomits profusely for 1d4 
  
   
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  6 
  minutes. If the saving throw is unsuccessful, 
  the imbiber gains the ability to breathe 
  underwater for 1d6+2 hours. However, during 
  this time the imbiber is afflicted with the 
  poisoned status anytime she is not mostly 
  submerged in water. After this duration, the 
  effect ends and the imbiber is left with the 
  poisoned status for 1 hour.  
  Incurare 
  Enhancement Herb 
  This insidious blue-green flower is fairly 
  innocuous by itself. But when ground into a 
  paste and mixed with another poison, it alters 
  the effects of the poison in a rather dastardly 
  manner. 
   
  A poison that has been mixed with incurare 
  reduces the DC by 1. However, if the poison 
  manages to take hold anyway, any further 
  saving throws or Medicine check to attempt to 
  cure the poison have disadvantage on their 
  rolls. 
  Kir Strych 
  Ingested Poison 
  This nettle-like plant has a grayish stem, 
  making it hard to distinguish from normal 
  nettle plants. Consumed fresh, kir strych 
  doesn’t have any negative effects. When crushed 
  and dried, or dried and crushed (it’s a debate as 
  to which is the proper and more effective 
  method), it becomes a powder-like substance 
  that can be added to food or drink. Once added, 
  the powder makes little alteration to the taste, 
  appearance, or consistency of the consumable; 
  it can only be detected with a DC 18 Wisdom 
  (Perception) check. 
   
  When kir strych is ingested, the target must 
  make a DC 16 Constitution saving throw. If 
  successful, they are affected by mild dry mouth 
  and throat. However, 1d6 rounds after a failed 
  save, the target begins to choke and is unable to 
  breathe. They can remain conscious for a 
  number of minutes equal to their Constitution 
  modifier (minimum 1) before falling 
  unconscious. Upon falling unconscious, the 
  target’s body relaxes, labored breathing returns, 
  and the target is at no risk of dying. This 
  unconsciousness typically lasts for 1 hour 
  before waking with a mild headache. 
  Kroakoatl Stool 
  Enhancement Herb 
  The kroakoatl is a winged frog-like mammal 
  that loves to hide in the nooks and crannies of 
  the jungle canopy. Little is known about the 
  creature save that they are nigh impossible to 
  catch, being both nimble enough to escape 
  direct capture and smart enough to avoid traps. 
  However, the stool of the kroakoatl – which is 
  typically found on the top side of leaves within 
  the canopy but occasionally on the jungle floor – 
  is known to have potent toxic effects when 
  mixed into another poison. 
   
  A poison crafted with kroakoatl stool increases 
  its DC by 2. 
  Rinri Wira 
  Enhancement Herb 
  The pink spots on this otherwise-grey 
  mushroom make it easy to recognize, but its 
  diminutive size makes it a rare find nonetheless. 
  When eaten, the rinri wira has a sickly-sweet 
  taste and numbs the consumer’s tongue but 
  has no other ill effects. 
   
  When mixed with another poison however, that 
  poison inflicts an additional 1d6 poison damage 
  upon a failed saving throw. 
  Rotmoss 
  Enhancement Herb 
  Rotmoss is named for the way any tree or rock 
  with this red-and-grey lichen growing on it looks 
  at first glance to be rotting away and the 
  surrounding odor of decay; it is believed to be 
  perfectly natural and actually unrelated to the 
  undead infestation within the jungles of Chult. 
  Touching rotmoss without protection will leave a 
  creature with a stinging sensation and a minor 
  rash but leaves no other ill effects. 
  
   
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  TITLE 
  7 
  Mixing rotmoss into another poison will 
  radically alter that poisons effects. The DC of 
  such a poison increases by 1, any poisoned 
  statuses have durations that are doubled in 
  length, and any poison damage dealt instead 
  functions as necrotic damage. 
   
  Rotmoss and balif succulents do not mix well; 
  attempting to mix the two results in an 
  impotent poison that has no effects. 
  Tchongaberry Seed Extract 
  Ingested Poison 
  Legend tells of an evil witch long ago named 
  Tchonga who grew these berries in her garden 
  and infused them with foul magics for the 
  express purpose of feeding them to an ancient 
  princess of Omu. As the story goes, the witch 
  was successful and the princess, upon eating 
  the pinkish-red berries, fell into a deep magical 
  slumber never to awaken again. It is truly a 
  tragic tale. Whether or not the legends are true 
  is up for debate, but no one can deny that the 
  legends are built on some seed of truth. 
   
  If the seeds of the tchongaberry are boiled and 
  distilled before eaten, the imbiber must make a 
  DC 16 Constitution saving throw or fall into a 
  magical sleep for 2d4 hours. The imbiber cannot 
  be woken by any means except magic during 
  this time. Creatures who are immune to poison 
  and/or magical sleep are immune to the effects 
  of the tchongaberry seed extract. 
  Tears of Ubtao 
  Enhancement Herb 
  Wander through the jungles long enough and 
  you’ll inevitably stumble upon a Weeping 
  Mangrove, named for the vaguely face-like 
  shape in which its bark naturally grows and the 
  seeping wounds which frequently open around 
  the “eyes” of that face. These holes are believed 
  to be caused by a local beetle, though it is not 
  clear why they only ever target the eye. Once 
  such a hole has been opened, a vermilion sap 
  begins to leak, making the tree seem to be 
  weeping. 
  The sap – which has been nicknamed the Tears 
  of Ubtao from both its origins and its effects – is 
  also poisonous but it is too slow-acting to be of 
  consequence for most creatures. However, if it is 
  carried into a victim alongside a swifter poison, 
  it can have devastating effects. 
   
  A creature who fails its saving throw against a 
  poison mixed with Tears of Ubtao suffers the 
  normal effects of that poison. Then, 1d4 rounds 
  after the failed saving throw, the creature begins 
  oozing a thick, black, viscous liquid from their 
  tear ducts. The creature’s eyes are immediately 
  clouded by the sap-like tears and the creature is 
  blinded for 1d4+1 minutes, upon which time the 
  effect ends. 
  Violet Whinnis 
  Contact Poison 
  While not directly related to the more commonly 
  known blue whinnis vine, the violet whinnis is 
  so named for its very similar appearance and 
  effects. The violet whinnis is a dark purple 
  fungus that grows only on the thorns of coastal 
  and lakeside vines. If properly harvested and 
  distilled, the fungus can have deadly effects as a 
  poison. 
   
  Gathering the violet whinnis is a meticulous 
  affair and can be quite dangerous; it almost 
  always results in direct contact with the fungus 
  at some point during the collection. Characters 
  who are proficient in a poisoner’s kit may roll a 
  DC 14 Dexterity check to avoid contact. 
  Alternatively, a character may choose to wear 
  gloves to avoid possible contact, though a 
  character who does so must instead roll a DC 
  14 Dexterity check or accidentally destroy the 
  sample intended to be gathered. 
   
  Creatures who make contact with the violet 
  whinnis poison must make a DC 14 
  Constitution saving throw; a failure on this 
  saving throw results in the target suffering 2d4 
  poison damage and the poisoned status for 1d4 
  minutes. 
  
   
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  8 
  Wyrmroot 
  Enhancement Herb 
  Long ago, a disease known as Breath of the 
  Firewyrm swept through large swathes of 
  Chultan jungle, affecting only plants. It spread 
  in a strangely triangular direction, leaving 
  behind a plot of dead vegetation that resembles 
  the effects of a dragon’s fiery breath. The 
  disease didn’t kill vegetation particularly quickly 
  however. The roots of affected plants 
  consolidated into one thick root that forked only 
  once near its end. The result was a root that 
  resembled a serpentine tongue – and one 
  incapable of providing lifegiving nutrients to the 
  plant 
   
  Nowadays, the disease can only be found in the 
  sparse wastelands of Chult. However, these 
  diseased roots can be harvested and milled into 
  a slimy orange paste that severely weakens a 
  creature’s resistance to poisons. When 
  wyrmroot is properly mixed with another poison 
  that deals poison damage, the damage dice of 
  that poison are doubled. 
  Xa’ac Leaf Residue 
  Enhancement Herb 
  The xa’ac bush is a rare, small shrubbery that 
  seems to only grow from soil upon which a 
  dinosaur carcass laid for some time. Curiously, 
  there isn’t a single herbivorous dinosaur that 
  has been recorded eating the xa’ac leaves 
  willingly. It is unknown whether that is because 
  they are somehow aware of its origin or because 
  of its toxic residue exuded by its leaves. 
   
  Though xa’ac leaf residue is not potent enough 
  to be a functional poison in most humanoids 
  and larger beasts on its own, if it is mixed with 
  another poison, it increases the DC of that 
  poison by 1 and adds 1d4 poison damage to the 
  poison’s effects. 
  Zabou Spore Oil 
  Inhaled Poison 
  Zabou mushrooms are deadly enough on their 
  own (see page 205 of Tomb of Annihilation), but 
  some poisoners have taken to condensing the 
  spore’s effects into an oil that can be utilized 
  both more efficiently and unusually. 
   
  While the vapors from zabou spore oil don’t 
  spread as far as the spores themselves would 
  when thrown in a similar manner – instead only 
  affecting one 5-foot square – the vapors are far 
  more potent; creatures who breathe in the 
  vapors from zabou spore oil must make a DC 13 
  Constitution saving throw or be poisoned for 
  1d4+1 minutes. 
   
  Additionally, the burning of zabou spore oil 
  seems to only enhance the effects even further. 
  The smoke caused by igniting this very 
  flammable oil fills a 15-foot radius; any creature 
  who stays in this smoke for 3 rounds or more 
  must make a DC 16 Constitution saving throw 
  or be poisoned for 1d4x10 minutes. 
  Zaryun Nettle 
  Injury Poison 
  The zaryun nettle can only be distinguished 
  from its numerous, less-dangerous cousins by 
  the translucent tips on each stubby leaf. 
  Distinguishing them is quite important however, 
  since within the zaryun nettle leaf lies a highly 
  potent poison that quickly has an accumulating 
  effect the more one is exposed to it. It is believed 
  that the zaryun nettle plant utilizes this poison 
  to kill and devour insects unwise enough to 
  attempt to eat the leaves of this plant. 
   
  Any creature affected by zaryun nettle poison 
  must make a DC 13 Constitution saving throw 
  or suffer 1d6 poison damage. In addition, any 
  creature who has already been exposed to 
  zaryun nettle poison within the last hour – 
  regardless of whether it made the saving throw 
  or not - has disadvantage on saving throws 
  made to resist poison. 
  
   
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  TITLE 
  9 
  Crafting & Harvesting Poisons 
  Simply finding reagents isn’t enough to make a 
  potent poison. One must know how to properly 
  mill, boil, extract, and/or distill the toxic 
  aspects of those reagents into a usable form. 
  Characters who are proficient in a poisoner’s kit 
  may attempt to create a poison from specific 
  reagents with an appropriate Intelligence check 
  (see the Craftable Poisons table for the DCs). 
  Doing so requires spending 1 hour (unless one 
  of the reagents specifies otherwise) around a 
  campfire or similar cooking location. Using an 
  alchemy lab or similar set-up allows the 
  character to make the Intelligence check with 
  advantage. A natural 20 on this check allows 
  the character to extend the ingredients into two 
  doses of the desired poison. A failure on this 
  ability check results in wasting the reagents and 
  no usable poisons created. 
   
  Some poison reagents are only effective when 
  used in combination with other poisonous 
  ingredients. Only 3 total reagents may be mixed 
  together before the chemical compound 
  becomes unstable and ineffective. One of these 
  3 must be either an injury or contact poison 
  and the other 2 must be enhancement herbs. 
  Each additional reagent used increases the DC 
  to craft that poison by 3. 
   
  Other poisonous substances – usually venoms – 
  can be harvested directly from the carcass of a 
  beast which produced that poison in life. 
  Characters who are proficient in a poisoner’s kit 
  who wish to do this may roll a Dexterity check; 
  the DC of this check is equal to 11 + the 
  creature’s Constitution modifier. A success 
  indicates the acquisition of all available poison 
  from this carcass: one dose of poison. A natural 
  20 on this check results in two such doses 
  procured. A failure on this check results in 
  destroying the creature’s venom sacs (or other 
  poison-containing anatomical structure) and no 
  further attempts to harvest poison on this 
  carcass will be successful. Attempting this 
  harvest requires 10 minutes. Poison obtained in 
  this manner has identical statistics as the 
  Craftable Poisons 
  DC to 
  Craft 
  Name 
  Details 
  Type 
  DC of 
  Poison 
  Price 
  +3 
  Balif Succulent 
  poisoned 1d4 hours 
  Enhancement* 
  -- 
  10g 
  17 
  Blightfumes 
  3d6 necrotic/poisoned 1 hour 
  Inhaled 
  13 
  180g 
  +3 
  Crimson Snakeroot 
  DC +3 
  Enhancement 
  +3 
  120g 
  8 
  Dancing Monkey Fruit Juice 
  trembling 1 hour 
  Ingested 
  14 
  18g 
  11 
  Dirimia Root Powder 
  1d4 poison/poisoned 1 minute 
  Injury 
  11 
  20g 
  -- 
  Glintweed 
  breathe water 1d6+2 hours 
  Ingested 
  12 
  5g 
  +3 
  Incurare 
  DC -1/ensuing saves disadvantaged 
  Enhancement 
  -1 
  35g 
  12 
  Kir Strych 
  inability to breathe/unconsciousness 
  Ingested 
  16 
  175g 
  +3 
  Kroakoatl Stool 
  DC +2 
  Enhancement 
  +2 
  25g 
  +3 
  Rinri Wira 
  +1d6 poison 
  Enhancement 
  -- 
  50g 
  +3 
  Rotmoss 
  DC +1/poisoned doubled/necrotic 
  Enhancement 
  +1 
  40g 
  14 
  Tchongaberry Seed Extract 
  sleep 2d4 hours 
  Ingested 
  16 
  150g 
  +3 
  Tears of Ubtao 
  blinded 1d4+1 minutes 
  Enhancement 
  -- 
  140g 
  16 
  Violet Whinnis 
  2d4 poison/poisoned 1d4 minutes 
  Contact 
  14 
  60g 
  +3 
  Wyrmroot 
  poison dice doubled 
  Enhancement 
  -- 
  250g 
  +3 
  Xa’ac Leaf Residue 
  DC +1/+1d4 poison 
  Enhancement 
  +1 
  45g 
  13 
  Zabou Spore Oil 
  poisoned 1d4+1 or 1d4x10 minutes 
  Inhaled 
  Varies 
  15g 
  12 
  Zaryun Nettle 
  1d6 poison/disadvantage vs poison 
  Injury 
  13 
  40g 
         *Balif Succulent also has effects when Ingested. See the full description for more information. 
   
   
  
   
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  TITLE 
  10 
  creature did in life. All such poisons are either 
  injury or contact poisons – your DM will 
  determine which is more fitting based on the 
  description of the creature. These venoms are 
  not listed in this book – you should look instead 
  at the stat blocks of monsters to find these. 
  Types of Poisons 
  By now you’ve surely noticed that you’ve been 
  introduced to a series of new types of poison 
  altogether. Indeed, there are 4 methods in 
  which poison can find its way into the body of a 
  creature (Contact, Ingested, Inhaled, and Injury) 
  as well as 1 additional type of poison that only 
  applies to reagents (Enhancement).  
   
  Contact Poisons 
  Some poisons are so toxic, so potent, that all it 
  takes is the slightest of touches for the poison to 
  take effect. These toxins are clearly quite rare 
  and are usually quite dangerous to forage or 
  harvest. 
   
  Once a contact poison has been harvested or 
  crafted, it can be used in one of two ways: 1) it 
  can be applied to an item another creature is 
  expected to touch or 2) it can be applied to the 
  edge of a weapon. 
   
  If used as a trap and applied to an item, the 
  next creature to touch that item with their bare 
  skin is exposed to the poison. A creature with 
  natural armor and/or thick fur has advantage 
  on this saving throw, as per the DM’s discretion. 
  (A tortle, for example, may not be ruled to have 
  advantage on this saving throw when picking up 
  a poisoned item because its natural armor does 
  not cover its hands at all.) If the creature 
  inspects the item beforehand, they notice the 
  poison coating the item with a successful 
  Wisdom (Perception) check. The DC of this 
  check is equal to the DC of the saving throw of 
  the poison. One dose of contact poison is 
  enough to coat an item in such a manner that 
  any creature who touches the item is exposed to 
  the poison until it is intentionally cleaned. 
   
  If applied to the edge of a weapon, the next 
  creature successfully struck with that weapon is 
  exposed to the poison. One dose of contact 
  poison is enough to coat a melee weapon or 3 
  pieces of ammunition for one successful strike. 
  After that, the vigors of using the weapon in 
  combat clean the weapon of any remaining 
  poison. Applying the poison takes an action and 
  once applied, the poison retains potency for 1 
  minute before drying. 
  Ingested Poisons 
  Other poisons are safe to the touch and are 
  unlikely to harm you no matter what you do… 
  unless you eat them. Using such a poison is 
  difficult to do in combat, though certainly not 
  impossible. It is much more likely that these 
  types of poisons will be used in conjunction 
  with elaborate plans to feed a particular 
  creature with food or drink tainted with poison. 
   
  Each of the ingested poisons listed in this book 
  are subtle enough that a creature eating food or 
  drink mixed with the poison will not be able to 
  tell they have been poisoned until it is too late 
  unless they are actively looking for it. They are 
  also potent enough that once the poison has 
  been swallowed, it is too late. Vomiting the 
  contaminated food before any symptoms have 
  shown will not save you from having to roll the 
  appropriate saving throw (though you may have 
  advantage on the roll – ask your DM). 
  Inhaled Poisons 
  Sometimes a poison fills the very air. Any 
  creature who breathes in one of these poisons 
  immediately recognizes the toxicity of what 
  they’ve breathed in, but the most treacherous 
  aspect of these poisons is that you don’t even 
  need to breathe them in directly to get exposed 
  to them. Simply being in the same area as the 
  poisonous gas will be enough to expose a 
  creature; however, a creature holding its breath 
  
   
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  TITLE 
  11 
  or with its nose and mouth appropriately 
  covered has advantage on the saving throw. 
  Injury Poisons 
  The most commonly used type of poison is the 
  injury poison. These poisons must make direct 
  contact with an intended victim’s bloodstream, 
  and the easiest – and by far the most common – 
  way to do that is to apply the poison to the edge 
  of a weapon. Just like contact poisons, the next 
  creature successfully struck with that weapon is 
  exposed to the poison. One dose of injury poison 
  is enough to coat a melee weapon or 3 pieces of 
  ammunition for one successful strike. After 
  that, the vigors of using the weapon in combat 
  clean the weapon of any remaining poison. 
  Applying the poison takes an action and once 
  applied, the poison retains potency for 1 minute 
  before drying. 
   
  However, unlike contact poisons, if the target of 
  a poisoning attack has resistance to the type of 
  damage dealt by the weapon the poison is 
  applied to, the target has advantage on the 
  saving throw against the poison. As an example, 
  a barbarian who is currently raging has 
  resistance against bludgeoning, piercing, and 
  slashing damage. Thus, that raging barbarian 
  has advantage on the saving throw against any 
  injury poison applied to him from the edge of a 
  bludgeoning, piercing, or slashing damage 
  weapon. 
  Enhancement Herbs 
  These poisons are quite dangerous when used 
  in combination with other injury or contact 
  poisons, though they are either not potent 
  enough or not swift enough to affect a creature 
  on their own. Each of these has different effects 
  and must be mixed with other forageable 
  reagents during the crafting process (see 
  Crafting & Harvesting potions, page 9). 
  Enhancement herbs do not mix well with 
  already potent poisons such as venoms 
  harvested from beasts. 
   
  Only 2 enhancement herbs may be mixed 
  together with an injury or contact poison 
  reagent before the effects get too diluted to be 
  effective. 
  Character Backgrounds 
  Considering all the dangers surrounding Chult, it 
  comes as no surprise that many of the natives of 
  the peninsula should be well-acquainted with the 
  poisons listed in this book. Meet the Desperado – 
  a commoner unafraid to make use of the illegal 
  bits of the jungle for a bit of gold – and the 
  Survivalist – a solitary individual who has spent 
  their life avoiding the perils of the jungle! 
  Variant Desperado: Vaquero 
  Your stints have been more focused around the 
  trapping, collecting, and poaching of the rare beasts 
  of this part of the world – such as dinosaurs! 
   
  Rather than being proficient in Sleight of Hand and a 
  poisoner’s kit, you can have proficiencies in Animal 
  Handling and either an herbalism kit or a gaming set. 
  Additionally, in place of your possibly fake map, you 
  start with a dinosaur egg that is about to hatch. 
   
  Variant Survivalist: Explorer 
  Instead of spending your time in the jungle focused 
  solely on survival, you might have been focused on 
  exploring the vast wilderness that surrounds you. 
  Perhaps you led teams of explorers through the 
  jungles or maybe you explored on your own. 
   
  Rather than the backpack and the small pet tropical 
  bird, dinosaur, or monkey, you can begin play with a 
  hadrosaurus with a pack saddle. In addition, instead 
  of the All Too Familiar Feature, you can start with: 
  Feature: Exploration 
  Your time wandering about the jungle in pursuit of 
  your vocation has led you to the discovery of one 
  otherwise-unknown location in the jungle. It could be 
  a lost city in the jungle, the location of a monster 
  den, or something utterly unique. 
  Work with your DM to determine the details of your 
  discovery and its impact on the campaign. 
  
   
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  TITLE 
  12 
  Desperado 
  You are all too familiar with the dangers and 
  poisons of the jungle because you’ve spent your 
  life using them for profit. You’re not afraid to 
  bend the law to make a quick silver, but you 
  don’t often outright break it. Many of your 
  dealings in the past have been a bit… shady. 
  But hey, you gotta do what you gotta do, right? 
   
  Skill Proficiencies: Sleight of Hand, Survival 
  Tool Proficiencies: Poisoner’s kit 
  Languages: One of your choice 
  Equipment: A set of common clothes, an 
  explorer’s pack, a (possibly fake) map to a 
  small treasure that you’ve yet to explore, and 
  a belt pouch containing 15 gp 
  Modus Operandi 
  You’ve done a lot of oddjobs that have taken you 
  into shady backalleys and the jungle alike, but 
  you’ve always had a preference. Pick a favorite 
  gig or roll on the table below: 
  d6 
  Modus Operandi 
  1 
  I gather poisonous herbs and sell them on the 
  black market. 
  2 
  I catch dinosaurs and sell them to poachers 
  and wranglers alike. 
  3 
  I lead explorers into the jungle and when they 
  “accidentally” perish, I fence their belongings. 
  4 
  I grow illegal plants in a hidden garden in the 
  jungle for a regular buyer. 
  5 
  I lead down-on-their-luck sailors through the 
  jungle to pirates to be sold as slaves. 
  6 
  I make and sell fake treasure maps that lead 
  to dangerous hazards in the jungle. 
  Feature: In Cahoots 
  Fencing illegal goods comes naturally to you. No 
  matter where you go, you always know how to 
  find someone willing to purchase what you’re 
  trying to sell. You may not always get the best 
  price, but at least you always know how to get 
  rid of some goods if the law is getting too hot on 
  your trail! 
  Suggested Characteristics 
  Desperados are often desperate to prove 
  themselves to the world. They can be quite 
  charming – sometimes they have to be –though 
  sometimes they come off as sleezy. 
  d8 
  Personality Trait 
  1 
  I’m unashamed about how I cheat people and 
  love bragging about my biggest heists. 
  2 
  I turn to sarcasm the moment trouble strikes. 
  3 
  Lies come as easy to me as the truth. 
  4 
  Whenever I meet someone new, the first thing 
  I do is brag to them about something 
  incredible I’ve done, even if it isn’t true. 
  5 
  I never turn down a new opportunity. 
  6 
  I’ll be the first to blame someone else for 
  something I definitely did. 
  7 
  I flaunt my wealth even when I don’t have it – 
  with counterfeit fashion if necessary. 
  8 
  Anytime I’m not on a job I’m in a drink. 
   
  d6 
  Ideal 
  1 
  Acclaim. It does me no good to be rich and 
  successful if no one knows it. (Neutral)  
  2 
  Ambition. I’m ready to move on from the 
  small-fry scams to the big leagues. (Any) 
  3 
  Greed. Ain’t nothing I won’t do for coin. (Evil) 
  4 
  Independence. Nobody controls me. (Chaotic) 
  5 
  Redemption. Everyone deserves a second 
  chance. Even me, right? (Good) 
  6 
  Change. I can never stick around in one place 
  for too long; I get antsy. (Chaotic) 
   
  d6 
  Bond 
  1 
  I’m in love with a local; it keeps me close-by. 
  2 
  My neighbors and I have each other’s backs. 
  3 
  I owe it all to my mentor, who I’ll never forget. 
  4 
  I’ll be famous one day, no matter the cost. 
  5 
  I always stop and smell the roses. 
  6 
  I have a dream; I’ll die before I give it up. 
   
  d6 
  Flaw 
  1 
  I lie even when telling the truth is easier. 
  2 
  My loyalties are as fickle as a gold or two. 
  3 
  I drink more than I – or anyone – should. 
  4 
  I can’t help but embellish the truth to make 
  myself look better. 
  5 
  I always take the easy road, even when it 
  means abandoning my principles. 
  6 
  If there’s gold, I’m in. 100% of the time. 
  
   
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  TITLE 
  13 
  Survivalist 
  You can’t help but laugh when city folk say 
  they’re from the jungle. You’ve spent your life 
  amongst those trees, foraging, hunting, or 
  otherwise using the bounties of the jungle for 
  survival. 
   
  Skill Proficiencies: Medicine, Survival 
  Tool Proficiencies: Herbalism kit and one type 
  of artisan’s tools  
  Equipment: A yklwa, insect repellent, a rain 
  catcher, a bedroll, a backpack, a set of 
  traveler’s clothes, 10 days of rations, and a 
  small pet tropical bird, dinosaur, or monkey 
  Vocation 
  The jungle hides a lot of boons in between all its 
  dangers. You’ve dedicated a significant portion 
  of your life to the collection of one of those 
  boons. You can roll on the following table to 
  determine your primary vocation during your 
  stays in the jungle, or you can choose the one 
  that best fits your character. 
  d10 
  Vocation 
   
  d10 
  Vocation 
  1 
  Guide 
   
  6 
  Exile/outcast 
  2 
  Hunter-gatherer 
   
  7 
  Trapper 
  3 
  Forager 
   
  8 
  Miner 
  4 
  Hermit 
   
  9 
  Skinner 
  5 
  Cartographer 
   
  10 
  Scavenger 
  Feature: All Too Familiar 
  You’ve had a couple bad run-ins with some of 
  the jungle’s deadly poisons in the past. Select 
  two specific poisons either from this book or 
  another source. You will always recognize these 
  poisons by its odor, taste, or other features. 
  This applies to both the reagent and the usable 
  form of the poison. 
  Suggested Characteristics 
  Survivalists have spent a lot of time alone; 
  sometimes that makes them a bit too excited to 
  meet new people, other times it leaves them 
  surly or aloof. But when they speak confidently 
  about something, people tend to listen.  
  d8 
  Personality Trait 
  1 
  I prefer time alone to the company of others. 
  2 
  Humor is usually lost on me; I’m too busy 
  ensuring our survival to be entertained. 
  3 
  I’m not a great listener, but I’m a terrific 
  talker; did I ever tell you about that one time? 
  4 
  I love meeting new people and trading stories 
  until the sun comes up. 
  5 
  I’m a bit restless; I always need to be working. 
  6 
  I’m better with animals than with people. 
  7 
  I feel claustrophobic when surrounded by city 
  walls; the trees are my home. 
  8 
  I get anxious when nothing’s trying to kill me. 
   
  d6 
  Ideal 
  1 
  Survival. I just want to make sure I live to 
  see tomorrow. (Neutral) 
  2 
  Hospitality. I go above and beyond to take 
  care of those in my ward, and I expect the 
  same in return. (Good) 
  3 
  Narcissism. I take care of myself at the 
  expense of others. That’s how I survive. (Evil) 
  4 
  Freedom. I don’t let anyone tell me where I 
  can and can’t go. (Chaotic) 
  5 
  Family. My closest friends are like family, 
  and my family is everything. (Lawful) 
  6 
  Nature. These jungles are my home and I 
  won’t let anyone take them from me. (Neutral) 
   
  d6 
  Bond 
  1 
  I don’t make friends easily, but when I do, we 
  are friends for life. 
  2 
  I trust in myself above all others. 
  3 
  I always watch over those who need shelter. 
  4 
  I must pass on my knowledge and experience 
  to the next generation. 
  5 
  I won’t stand to see another in shackles. 
  6 
  My wrath will find those who spoil the jungle. 
   
  d6 
  Flaw 
  1 
  I’m really, really not great with people. 
  2 
  I just can’t risk myself to help someone else. 
  3 
  I don’t mean to, but I just can’t help but 
  prejudge one race or people in particular. 
  4 
  I never learned any kind of civilized manners. 
  5 
  I just can’t listen to someone else whine 
  about their life. They wouldn’t even know a 
  hard life if it stared them in the face. 
  6 
  I can’t sleep on a bed or sit in a cushioned 
  chair; they’re way too soft. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Anthony Wilcox - Welcome to the Jungle Poisons & Native Backgrounds.pdf