TEXT:  The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  1
  Medusa's Kiss
  Contact
  Some know of the fabled Gorgon having the power to turn 
  adventurers to stone by one look, but what they don't 
  know is that this property is also obtained by harvesting 
  the eyes of the creature itself.  Merely making Contact 
  with the fluids within the eyes will cause the same effect.  
  This was first used by a Cult of a Gorgon in order to get 
  revenge on the hero that slayed their patron.  To this day 
  that adventurer makes a fine addition to someone's 
  garden estate.  
  DC 14 Constitution saving throw. If the saving throw fails by 5 or 
  more, the creature is instantly petrified. Otherwise, a creature that 
  fails the save begins to turn to stone and is Restrained. The 
  restrained creature must repeat the saving throw at the end of its 
  next turn, becoming petrified on a failure or ending the effect on a 
  success. The petrification lasts until the creature is freed by the 
  greater restoration spell, other magic, or once an hour passes.
  500 GP
  Curt S.
  2
  Cerberus
  Ingested
  The Cerberus poison is created from the blood of a devil, 
  a demon, and a celestial being.  This three ingredient 
  combination creates a potentially lethal poison against 
  outsiders and mortals as well.  Luckily it is an ingested 
  poison that when metabolized causes long term problems 
  that could be lethal.
  DC 17 Constitution saving throw.  Failure causes internal bleeding 
  that is painful and crippling.  Any creature ingesting the poison and 
  failing will lose 1d4 Constitution points and becomes fatigued within 
  an hour.  After 24 hours of that initial internal burn and bleeding the 
  poison Continues to go through the body.  Fatigue remains 
  throughout the whole process until purged.  The poison lasts 3 more 
  days after this in which the DC goes up by 1 every 24 hours.  If failed 
  another 1d4 Constitution damage happens.  Once one save is 
  passed or 3 days from the initial saving throw pass the body purges it 
  but the victim remains fatigued for 6 more hours.  If the poison runs 
  its course and does not bring Constitution to 0 the victim survives 
  albeit hurt from the ordeal.  A victim that reaches a score of 0 on 
  Constitution dies of internal bleeding and organ failure.
  750 GP
  Leo N.
  3
  Dragon Farts
  Inhaled 
  Despite what its name implies, the poison Dragon Farts is 
  not created with Dragon farts at all. It is crafted from an 
  extremely high density toxin created from the neck glands 
  of a dragon where it draws its breath weapon from. Most 
  of the poison is abstracted from young dragons, although 
  it would be the most powerful found in an ancient 
  Dragons neck gland. Most harvesters of this poison steal 
  eggs from a dragons neck, or capture baby dragons when 
  they are first leaving their mother's nest. It is an extremely 
  dangerous occupation, but extremely rewarding if done 
  successfully. A young dragon can make one use of this 
  poison. The gland is compressed and combined with 
  compressed air in a glass vial to give it the exploding 
  nature that it is known for. It is easily smelled from up to 
  200 feet away, but nearly invisible, which is why it is 
  known as a fart.
  DC 17 Constitution saving throw or speed is reduced by 30 to a 
  minimum of 5 feet, the targets cannot take actions and they take 
  2d10 damage of the type that the dragon the poison is made from 
  corresponds to (Ex: Red would be 2d10 Fire Damage). The targets 
  take half as much damage on a successful save. The poison can be 
  thrown 60 feet, and expands into a 20 foot cloud. Dragons and 
  Dragonborne are immune to the effects of this. 
  110 GP
  TheLordRuler02
  4
  Wizard Bane
  Injury 
  Ingested
  This particular poison is made from the juices from the 
  eye of a Beholder.  The juices of this can be turned into a 
  poison that once in the bloodstream of its victims, negates 
  any ability for them to cast any Magic until the poison runs 
  its course. 
  Legend has it, the poison was first used by complete 
  accident as a band of adventurers were dealing with a 
  mighty Wizard.  The wizard was protected by Beholder 
  and during the battle between the adventures, one lone 
  fighter was able to end the beholders life by stabbing his 
  greatsword deep through its middle eye.  After this, the 
  fighter then charged the wizard and was able to gash him 
  with the same sword.  As the wizard reeled away from 
  this and attempted to cast a powerful spell that should 
  end the fighter's life, nothing happened.  The adventurers 
  then overcame this wizard and noticed in his eyes, that he 
  was completely powerless for the first time in his life.
  DC 16 Constitution Saving Throw.  On a failed save, a 
  creature/character can not cast any Magic for the duration of the 
  effect. This includes Cantrips.  The effect lasts for 1d4 hours 
  2500 GP
  Curt S.
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  5
  Stuck Pig
  Contact
  DC 17 Con save or speed is reduced by 30 to a minimum 
  of 5 feet, the targets cannot take actions and they take 
  2d10 damage of the type that the dragon the poison is 
  made from corresponds to. The targets take half as much 
  on a successful save. The poison can be thrown 60 feet, 
  and expands into a 20 foot cloud. Dragons and 
  dragonborn are immune to the effects. You must make a 
  saving throw everyb
  DC 16 CON save. Failure causes temporary paralysis of the affected 
  body part, rendering it useless for 30 minutes and you can repeat the 
  save every 30 minutes with the DC decreasing by 1 each time. A 
  successful save will negate the effect
  150 GP 
  Shawn DeGeiso
  6
  Purple Mist
  Inhaled
  The mist from burning a Purple Merb plant has 
  traditionally been used a help Seers and Oracles achieve 
  the necessary state for their trances and prophetic 
  visions.
  DC 18 WIS save. On a failure the target has  falls under the effect of 
  the Calm Emotions spell for 1d4 hours. Afterwards, regardless of a 
  Success or Failure, the target must make a DC 20 CON saving throw 
  or be overcome by a feeling of intense hunger for 1d4 hours 
  afterwards.
  5 GP not sold in 
  stores but in 
  sketchy 
  areas/slums or 
  churches.
  /u/BurnByMoon
  7
  Pinky Swear
  Contact
  This specialized poison is made from the tortured soul of 
  a mortal and a combination of magical essences known to 
  only a few immortal beings. A geas spell is also used in 
  the process.
  DC 18 Wisdom saving throw. This Contact poison makes it easy for 
  others to compel and suggest victims to their bidding.  When affected 
  the creature feels a desire to please the person as if a geas spell 
  was used on them. The victim will feel compelled by the first 
  suggestion done to them so the timing of the poison is crucial.  The 
  victim is susceptible to the powerful poison for 10 minutes.  The 
  poison will affect the first suggestion that is made to the victim and 
  the victim will do it within the limits of a geas spell.
  3000 GP
  Leo N.
  8
  Mind Fire
  Injury
  Brewed with incredibly difficult to attain ingredients this 
  poison is the bane of wizards. The ingredients include the 
  pineal gland of an Elder Brain, eye of Beholder, vampire 
  ash, and water from the River Styx.
  Injured: DC 15 Con save. On a fail, target takes 1d6 Poison Damage 
  + 2d6 Radiant Damage if they are a Shapeshifter. A Lycanthrope 
  regains Control of themselves for 1 minute.
  2,000 GP 
  Neil Malo
  9
  White Tincture
  Ingested
  This poison is made from refined stinkcap mushrooms, 
  and is a favorite of assassination method for adventurers. 
  Their rations will be laced with this so the adventurer is far 
  away from help, left to die a slow, painful death. While the 
  materials are common enough, the time and skill needed 
  to make a single dose (ten day and DC 15 Nature or 
  Survival check)  makes the base price 750 GP.
  Those subjected to this poison must succeed on a DC 18 CON 
  saving throw or take 2d10 poison damage and become poisoned. 
  The poisoned creature must repeat this saving throw every hour, 
  taking 2d10 poison damage on a failed save. Until this poison ends, 
  the poison deals can't be healed by any means. After four successful 
  saving throws, the effects end and the creature can heal normally.
  1000 GP
  Anonymous
  10
  Mammon's bile
  Contact
  Discovered in the Minauros layer of the nine hells, the 
  poisonous gel is made by mixing 1 part bog water from 
  Minauros, with 1 part white tarragon, and distilling for 2 
  hours
  DC 15 Con save, upon failing mild discomfort is felt on the skin, small 
  pustules form on skin and grow to 1 inch diameter in 10 minutes, 
  after a few minutes the pustules begin to pop releasing blood dealing 
  1d6 -1 damage per turn
  200 GP
  Evan L
  11
  Succubus 
  Lipstick
  Contact
  Blood of a succubus mixed with common cosmetic. 
  Found mostly in brothels, its history began with a 
  friendship between a female human and a succubus.The 
  human was in love but the man was ignoring her 
  advances. The demonic help changed the situation. 
  DC 15 Wis saving throw or be charmed for 1 day by the one who 
  gives you a kiss with the lipstick on. Works only on those attracted to 
  women. 
  100 GP
  Alessandro 
  Spasciani
  12
  Gaia's Bless
  Ingested
  Spring water mixed with fertilizer while casting the 
  "awaken" spell. It can help farmers but it can be a terrible 
  vengeance if ingested with any type of plants.
  DC 13 Con saving throw every hour for a week or all the seeds, 
  leaves or any other piece or part of a plant will start to grow at 
  exponential levels. Failing 3 times means death by a erupting 
  branches from within the target body. Can be cured with high 
  dosages of alcohol.
  50 GP
  Alessandro 
  Spasciani
  13
  Fates End
  Injury
  Made from bone meal dissolved in 2 parts burning ice 
  (methane trapped in crystal structure), 2 parts ammonia, 
  3 parts alcohol, plus a little blood from a babe that's seen 
  no more than 2 moons. Mix together using feathers from 
  a dove.  Created by a wizard by would one day meet his 
  end in a gambling den. 
  DC 10 Con or Int - Gain 2d6 temporary hit points.  After 1d6 rounds 
  take 2d8 psychic damage.  On a failed save roll on the Long Term 
  Madness table.
  15 GP
  BioshockedNinja
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  14
  Gypsy Kiss
  Contact
  Made from Asarabacca root, hornet wax, salt of the sea, 
  and some drops of blood from a devout priest (or cleric) of 
  Good Alignment.  This "poison" was developed by 
  Madame Cecily, a gypsy sorceress who suspected her 
  husband was a cheat.  She used this poison in the form of 
  a lip balm to apply to herself.  Once she kissed her 
  husband, she then began to ask questions about his 
  adultering ways.  Lets just say, this fisherman now lives at 
  the bottom of the river of some long abandoned gypsy 
  camp, and she went on to sell (or give) this special balm 
  to those who also suspect their lovers of cheating.
  Must be applied to the lips of one creature (is unaffected by the it) 
  and only takes effect after Contact with another target creature's lips. 
  A creature subjected to this poison must succeed on a DC 12 
  Constitution saving throw or become Poisoned for 1 hour. The 
  Poisoned creature can't knowingly speak a lie, as if under the effect 
  of a Zone of Truth spell.
  Free to any 
  Female 
  Character with a 
  lover in their 
  backstory
  100 GP 
  otherwise
  Curt S.
  15
  Hail's Revenge
  Contact
  Made by the evil Gnome, Stump Hail, to get back at those 
  who laughed at his Condition. The poor guy was allergic 
  to the outdoors and this Concoction is his revenge. Made 
  from the root of a chili tree, a dash of Isoid Pepper mixed 
  in goblin saliva.    
  DC: 15 Constitution saving throw or else the creature goes into a 
  horrible sneezing fit and their eyes begin to water causing temporary 
  blindness.  They are disoriented during combat and at Disadvantage 
  for 1d4 rounds.
  50 GP 
  Slaptac
  16
  Mother's Milk
  Ingested
  This almost milk like substance is extracted from the Yu-
  Ort plant in the Tian Xia region.  The process is extremely 
  dangerous to anyone nearby as the plant will excrete the 
  liquid when anything warm touches it.  This is thought to 
  try and kill any animals that brush against the plant so 
  that it will decompose nearby to enrich the soil.
   Constitution DC 18; Onset 1 minute; Frequency 1/round for 10 
  rounds; 1d3 Poison damage; Each round can make a DC 18 Con 
  Save and must get 2 Consecutive saves to end the effects
  1000 GP 
  Exeros
  17
  Goblin's Piss
  Ingested
  A rare and hateful trick to play on fellow adventurers. 
  Collected from a small goblin hung upside down from a 
  tree and gathered in the targets water satchel.
  Constitution DC 12 or target will vomit and enter a rage at fellow 
  companions for 1D4+1 rounds
  5 SP
  SlumberK
  18
  Rocket 
  Propulsion
  Contact
  Injury
  Suppository
  This potent mixture comes in two separate vials that have 
  been twisted into one. It is said to have started as a wild 
  night of drinking and dares between two dwarves from the 
  high mountains, as the dares escalated, one of the 
  dwarves remembered an old magic trick from when he 
  was young, a bottle of spoiled wine mixed with the bubbly 
  sand from the old salt mine from the valley below, with a 
  pinch of pepper. This discovery would pave the way for 
  Dwarven avionics. 
  DC 15 Constitution check, on success the user is propelled 1D100 
  feet in whichever direction is opposite the point of entry. On a failure, 
  the PC will have horrendously noisy gas for the next hour, 
  automatically failing any stealth checks. 
  500 GP but only 
  bought or sold 
  with Hill 
  Dwarves. 
  DMDaveM
  19
  Assassin's 
  Solvent
  Injury
  This simple poison can be made in batches of ten from 50 
  GP worth of stinkhorn caps and requires a DC 13 Survival 
  or Nature check and two days to make.
  The target must succeed on a DC 13 CON saving throw or be 
  poisoned for one minute.
  100 GP
  Anonymous
  20
  Primitive 
  Incense
  Inhaled
  Historically used to destabilize the commoner's trust in 
  their rulers. Otherwise used by lords to remove undesired 
  court wizards. Composed of Intellect devourer grey matter 
  (or cranium rats), alcohol, makko powder, and spices or 
  flower to taste.
  DC 15 Constitution Saving throw. Target's intelligence score is 
  reduced by 5 (2D4) for 1D6 days, or half as much time on a 
  successful save. This effect cannot reduce intelligence lower than 3
  500 GP
  Doomshock
  21
  Crypt Sap
  Ingested
  Injury
  Originally used by Assassin guilds to ambush targets in 
  war torn areas in times gone, it is now used to cause 
  teammates to unwillingly harm each other. It is made up 
  of a mixture of swamp water, Wight blood and zombie 
  puss, all combined in the skull of a long deceased troll.
  DC 15 Con save. On failing, the target takes on the characteristics 
  the Undead type for 1d6 hours. The target does not need to breathe 
  or eat in this time. They do not take damage from Necrotic attacks, 
  and instead are healed by them for the duration. However, regular 
  healing is ineffective, and instead does damage based on the heal, 
  plus 1d8 Radiant damage.
  1000 GP
  Dunnakhiin
  22
  Insomniac's 
  Wish
  Ingested
  Made by the esteemed Doctor Aryew Sweepay in order to 
  help those who cannot fall asleep on their own. It was 
  later picked up by nefarious sects and modified to what it 
  is known as today.
  The Ingester must make a DC 15 Wisdom saving throw or have the 
  perceived effects of the "Darkness" spell centered on them for 1 min. 
  If they pass they simply receive momentary tunnel vision.
  125 GP
  lordforthwright
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  23
  Desert Sand 
  Oil
  Injury
  Often coats the blades of desert bandits. Infused from the 
  venom of a common sand viper.
  Character's that are damaged by a weapon coated in Desert Sand 
  Oil must take a DC17 Con save or take an additional 1d8 poison 
  damage. After 1d4 rounds of combat, character's damaged in this 
  way must take an additional DC 17 Con saving throw, or be poisoned 
  for 1 hour.
  200 GP
  Wafflefanny
  24
  Loviatar's 
  Terror
  Ingested
  Named after the goddess of pain, Loviatar's Terror was 
  invented by the Disciples of the White Rod. The average 
  dose is around one ounce of liquid. In the regular dose 
  the poison will appear completely clear, but in large 
  amounts a hint of pink can be detected in its color. The 
  core ingredient of the poison is blood. A specific source of 
  blood is not required as most of the effects come from the 
  enchantments that are put on it by those who produce it. 
  Upon ingestion, the victim must make a DC 16 Wisdom save. On a 
  failed save, the victim becomes frightened of any creature within 30 
  feet for the next 1d2 hours (1d4/2 rounded up). If the victim 
  successfully attacks someone they are frightened by, they can 
  attempt the DC 16 Wisdom save again to overcome their fear.
  50 GP
  /u/BushDid38F
  25
  Tortoise's 
  Toxin
  Ingested
  Despite the name, this particular poison is not made from 
  or by any tortoise-like creatures. This very light, green 
  powder was originally developed as a means of 
  anaesthesia but later testing determined it to have 
  controversial side effects.
  DC 13 CON save. On failing, the target begins to get drowsy and 
  suffers disadvantage on all attacks. Within an hour, the target drifts 
  to sleep and can't be awakened by normal means. Once asleep, the 
  target may make a DC 13 CON save every hour to wake up. Once 
  awake, the target has exhaustion levels equal to each hour they 
  were asleep.
  70 GP
  Bertboxer
  26
  Ogre's Little 
  Toe
  Ingested
  The toenail of an ogre. First used as a practical joke of an 
  assassin on his nefarious friend, after losing a game of 
  cards.
  DC 10 CON saving throw. On a failed save, the creature takes 1d3 
  poison damage and become incapacitated for 1d3 hours. On a 
  successful save, the creature takes 1d3 damage.
  50 GP
  FORGOT_NAME_A
  GAIN
  27
  Meek's Bane
  Inhaled
  Harvested from a rare plant beast that uses the gas to 
  weaken unsuspecting creatures and then grab them with 
  its tentacles in order to feed on them.
  Affects characters in 10 feet radius. Targets have 1d4 reduced 
  strength for an hour for every 5 points on the roll below DC 21 Con 
  save, so 1d4 between 16 to 20, 2d4 for a roll of 11 to 15, 3d4 for 6 to 
  10 and 4d4 for rolls 5 and less, all for 1 hour.
  175 GP
  moskonia
  28
  Robins Spit
  Contact
  A combination of goblin sweat and a mixture of certain 
  poisonous mushroom extracts, this harmless yet irritating 
  poison is often used in petty revenge. It is relatively cheap 
  but is only sold on black markets in small quantities. The 
  poison is clear and greasy, it can be applied with a cotton 
  swab to any surface so when a creature comes into 
  Contact, it gets on their hands then creates burning 
  vapors that makes their face itchy and whatever they 
  touch (e.g. Ears, nose, eyes) becomes unbearably itchy 
  for up to an hour. The poison was originally developed by 
  a spindly weak rogue of a thieves guild in Luskan to 
  distract victims with unbearable scratching and rashes to 
  steal from them easier.
  A character that comes into Contact must succeed on a DC 19 
  Constitution check. On a fail the target suffers unbearable itchiness 
  and hand/face rashes for up to an hour. Washing off the irritant 
  quickly in under a minute from making Contact gives advantage.
  50 GP a vial
  Thechaoticevildm 
  29
  Quickrot Acid
  Contact
  Ingested
  A superacid developed by the Black Alchemists. This acid 
  ignores organic matter, only dissolving metals. The 
  resulting slurry however is highly toxic. Dwarfs and 
  Dragonborn are highly susceptible to the acid, due to the 
  high metallic Content of the Dwarfs diet, and the metallic 
  Content in the Dragonborn's Scales.To them it eats away 
  at their digestive tract, leaving poisonous slurry in its 
  wake. The famous elf thief, Liara Wailsong, stole the first 
  vial of Quickrot, and would hide it about her person, 
  making any prison escape a simple matter.
  Will dissolve any non-magical metal in 1d4 minutes, leaving behind a 
  poisonous slurry. Anyone entering it will suffer 1d12 necrotic 
  damage, and if wearing metal armour, have their AC reduced by 1. 
  The acid evaporates after 1d8 hours, leaving a metal smear on the 
  surface it rested upon. Dwarfs and Dragonborn that ingest the acid  
  must make a DC 18 Constitution save, experiencing debilitating pain, 
  and suffering 2d12 necrotic damage and 1d8 poison damage upon a 
  fail. On a Success, feel a burning sensation throughout their torso 
  and take 1d12 necrotic damage.
  40 GP a flask
  /u/unhygenicchipm
  unk
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  30
  Cthulocain
  Inhaled
  Developed by a Cult of warlocks to the Great Old Ones, 
  this poison is derived from drying and grinding up bits of 
  lesser aberrations. The Cult uses this fine dark purple 
  powder specifically when recruiting new members to their 
  society, whether the person wants to be a member or not. 
  Some say it opens the mind's eye to the realms of these 
  alien creatures for better understanding of them, but all 
  who been touched by this poison know one thing is 
  certain, and that is pure madness is the only way to 
  understand a Great Old One.    
  DC 18 Constitution Saving Throw.  On a failed save, the creature 
  initially takes 3d8 Psychic Damage.  They also have to make a roll 
  on the Long Term Madness Table which the effects last lasts 1d10 × 
  10 hours.  
  On a successful save, the creature takes half of the damage and has 
  to roll on the Short Term Madness Table which the effects last lasts 
  1d10 minutes
  If and ONLY IF the creature or character affected rolls a "1" on their 
  Saving Throw, they must make a roll on the Indefinite Madness 
  Table.
  Free to 
  Warlocks (Great 
  Old One Pact)
  450 GP to others
  Curt S.
  31
   Cold Sweat 
  Extract
  Ingestion
  Discovered by a dwarven herbalist, Cold Sweat is a 
  purple flower found in mountains Fey tend to inhabit. The 
  name stems from the profound sweating from those who 
  ingest it due to a violent allergic reaction and fever that is 
  arcane in nature. Used both for medicinal purposes and 
  inConspicuously incapacitating people for a short time.
  Odorless and tasteless to all but the most perceptive tongues 
  (Perception DC: 21), moments after ingestion Cold Sweat extract will 
  cause a high fever unless they succeed a DC: 20 Constitution 
  Saving Throw, however the creature may willingly fail. During the 
  fever, the creature will spend the next 1d8 hours going in and out of 
  Consciousness, coughing with vigor, be unable to walk without 
  assistance and must make one DC: 10 Constitution Saving Throw at 
  a random time to avoid vomiting. However, during this fever any and 
  all toxins will be ineffective and gradually expelled via Fey Magic and 
  sweating. Creatures that are Fey or have Fey Ancestry will have 
  advantage on all Saving Throws unless they are poisoned, then they 
  will automatically fail. 
  Native Areas of 
  Growth: 25-75 
  GP Abroad: 125 
  GP
  solemnpancake
  32
  Fools Fancy
  Inhalation
  Created by a mad bard the Fools Fancy is a gas made by the 
  distilling the  essence of various magical potions. Its creator 
  originally intended to use it as a weapon against a dour rogue 
  crimefighter in a far away metropolis. Fools fancy is designed 
  to cripple those who rely on physical prowess and agility, 
  temporarily by inducing unControllable laughter, and 
  permanently by crippling their lungs and causing their limbs to 
  tremble unControllably. Though the original creator is 
  presumed dead, a group of madmen inspired by him Continue 
  to manufacture this poison and sell it to fund their nefarious 
  activities.
  A vial of poison can be thrown (similar to alchemist's fire) and creates a 20 
  foot diameter sphere area of gaseous poison. The cloud of poison lasts for 
  three turns, and creatures starting their turns within the cloud are obliged to 
  suffer the following effects. DC: 20 Constitution saving throw, on a failure 
  spend the next 1d4 turns laughing unControllably. This alerts all creatures 
  within earshot and causes the target to be stunned. The saving throw may be 
  repeated at the start of each turn a creature is affected. The poison stays in a 
  creature's system for three days after exposure. At the dawn of each day 
  affected creatures are obliged to make a DC 15 Constitution save. On a 
  failed save the creature has disadvantage on all Constitution and dexterity 
  ability checks. This effect can be removed with Remove Curse or similar 
  magic.
  2000 GP
  Anonymous
  33
  Grung Poison(s)
  Contact
  Ingested
  Injury
  Carefully preserved Grung (VGtM) secretion (pond muck 
  in vial). Grung must be alive or very recently dead (1 
  minute) to collect viable fluid. It can be applied, as an 
  Action, to a weapon/ammo for single use. Grung's Color 
  define effects, collection difficulty/cost increase with color. 
  Green -> Blue -> Purple -> Red -> Orange -> Gold.
  DC 12 Constitution saving throw or become poisoned for l minute, 
  and take 5 (2d4) poison damage. Green. Creature can't move except 
  to climb or make standing jumps. If flying, it must land. Blue. 
  Creature must shout loudly or otherwise make a loud noise at the 
  start and end of its turn. Purple. Creature feels a desperate need to 
  soak itself in liquid or mud. No actions or move except to do so or to 
  reach a body of liquid or mud. Red. Creature must use its action to 
  eat if food is within reach. Orange. Creature is frightened of allies. 
  Gold. Creature is charmed and can speak Grung.
  Harvest in 
  person or trade 
  with a Hag 
  (DM/Hag 
  determine cost)
  JemM
  34
  Whelk Sap
  Contact 
  Injury
  Derived from the venom of a beast deep below the 
  surface of the ocean called the Abyssal Whelk, and mixed 
  with an agent to keep it liquefied until applied to a blade. 
  This malodorous poison was only discovered by an 
  adventuring party mere decades ago, after hearing of the 
  beast's masterful ability to incapacitate its prey.
  On a successful attack, determine the region hit by the attack and roll 
  a DC 18 Constitution Saving Throw. On a successful save, creature 
  takes 4d6 Acid damage and 4d6 Poison damage and rolls a DC 14 
  Constitution Saving throw to resist poison aftereffects. On a failed 
  save, creature takes 8d6 Poison and 8d6 Acid damage, and must 
  make a DC 18 Constitution Saving Throw to resist the targeted 
  region becoming numbed, with effects such as: Leg - Movement 
  speed halved and unable to dash; Attacks and spells cast with 
  disadvantage if applicable; Torso - Attacks against you are made 
  with advantage; Head - You are vulnerable to the first attack you take 
  each round. Effects of poison last until removed via magical healing, 
  such as Restoration
  400 GP for 
  single-
  application 
  doses
  /u/tinynewtman
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  36
  Voodoo Nap
  Ingested
  A seductive looking liquid, like a strong health potion that 
  sparkles. Made by a sentient dungeon to entice unwanted 
  adventures to drink it. The dungeon realized the lucrative 
  nature of the poison and became a shop. Many 
  adventurers have been buried in the dungeon or 
  otherwise left behind, believed to be dead. 
  DC 15 Con saving throw. If you succeed gain 2d4+2 HP, any points 
  added above the max HP are added on as temporary hit points. If the 
  saving throw is failed, you gain 4 HP but after a moment passes, you 
  dramatically fall unConscious and appear dead. All of your body's 
  functions stop and only time or a grand restoration spell will bring you 
  back. This effect lasts for up to 5 days(d6-1; 1s count as 1 full day), 
  after which you gasp a big loud breath and return to "life" with full HP 
  and an additional 4 temporary hit points. During the time that you are 
  "dead" you do not take damage and do not decay. Anyone who 
  examines you will have no way of telling that you are actually alive 
  besides recognizing that your body does not decay or by recognizing 
  that your soul is simply trapped in your body. The potion itself can be 
  identified as hostile if studied closely by an intelligent creature. 
  Druids have advantage at identifying it as poison for some reason.
  2700-3100 GP
  Smelly Bad 
  Voodoo Shaman
  37
  Taco Neck
  Contact
  Created quite recently by the evil witchdoctor/pseudo 
  medical expert Chrio of Practor to drum up business, this 
  poison is created by mixing the bone marrow of Ghouls 
  with Mandrake root.
  DC 15 Constitution save. This poison causes the muscles in the neck 
  and shoulder region to Contract, shifting the head downward to the 
  dominant arm, and the shoulder of the dominant arm upward toward 
  the head. All actions are made with disadvantage, and resting has no 
  effect until cured. Can be cured by spending a long rest stretching 
  (making three Consecutive successful DC 10 acrobatics checks), or 
  by paying any suspicious medical expert 50g.
  "Free of charge. 
  Let them know 
  Chiro can make 
  the pain go 
  away!"
  /u/welivedintheoce
  an
  38
  Courtly 
  Manners
  Inhaled 
  Ingested
  A classic. Hard to trace, hard to find, takes 2d4 weeks to 
  take effect. Corrodes internal organs over time, making 
  creatures with regeneration immune. Used to kill nobles 
  because it's hard to identify event that poisoned the 
  victim.
  The effects can't be stopped except by healing spells and effects that 
  remove disease, remove poison and also restore HP. A DC 20 Con 
  save at the end of each week will add or remove a day from the initial 
  time to take effect for every 5 over or under the DC the victim gets. 
  Thus, a 55, which is for most creatures impossible to obtain, will 
  negate the effects of the poison for a full week.
  1500 GP 
  /u/PatMatRed1
  39
  True 
  Separation 
  Flowers
  Ingested
  Flowers that are found on bushes on top of mountains in 
  high elevation. They only bloom once a year during 
  harvest season at midnight. They will stay bloomed for 24 
  hours before they wither and die. They can be mixed with 
  a jar of honey to make a thick liquid form that can be 
  bottled.
  DC 15 Con save. If passed, nothing happens. If failed, the one who 
  ingested it turns into a Dullahan. Their head will part from their body 
  10 minutes after ingesting. The effect can be reversed by ingesting 
  sap from a Sticky Tree that grows on rocky cliffsides. Once ingested, 
  the affected must lay down for an hour with their head lying above 
  their neck.
  Flower must be 
  picked during 
  the period it 
  blooms
  /u/masuabie
  40
  Moral 
  Compass
  Injury
  Created entirely by accident by an alchemist attempting to 
  cure an ailment of the mind. Uses a strange combination 
  of honey, demon blood and holy water. It tastes slightly 
  bitter, and smells faintly of oak.
  DC 17 Constitution save. On a failure, the poison begins working on 
  the mind of the affected creature, twisting their sense of right and 
  wrong. If a creature's alignment were good, it is now evil, if their 
  alignment were chaotic, it is now lawful. In addition, when the 
  affected creature makes an action Contrary to their changed 
  alignment, they must make a DC 15 Wisdom saving throw, or take 
  2d6 psychic damage. A lesser restoration spell or other similar effect 
  dispels this poison.
  850 GP
  /u/Elsthar
  41
  Dragon's Kiss
  Inhaled
  Dragon's Kiss is harvested from the glands that create a 
  chromatic dragon's breath weapon shortly after it dies. 
  The glands are dried and crushed into a powder, which 
  can be blown into a victim's face. There are many kinds of 
  this poison, as it's effects differ with the type of dragon it 
  is harvested from. This powder can be transferred safely 
  in a normal bag, just don't get it wet.
  After inhaling, the victim must make a DC 20 Con save. On a fail or 
  success, the creature takes the amount of damage and type of 
  damage equal to the color of the dragon's breathe weapon the 
  poison is made from.  On a save, the creature takes half of the 
  damage.     
  Average price 
  on the black 
  market is 2000 
  GP for a dose
  /u/galacticConquer
  er03
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  42
  Wanderer's 
  Fate
  Ingested
  Partially named after the plant it is harvested from, 
  Wanderer's Fate is drawn from the shoots of Wanderlust, 
  a stout and clover-like plant. It's historically used as a 
  deterrent for vermin, but applications on larger creatures 
  should not be ignored.
  Once Ingested, the Consumer must make a DC 15 Con save. If 
  failed, the Consumer takes a -3 penalty to Wis and Cha rolls. In 
  addition, the Consumer begins to lose their sense of direction; any 
  time they wish to navigate somewhere alone or unaided, the target 
  must succeed on a DC 17 investigation check, or become lost. 
  These effects last for 1d10-Con mod hours.
  House-use 
  doses for 
  vermin can be 
  purchased for 3-
  6 SP; doses for 
  use on 
  humanoids cost 
  around 10 GP
  Tay
  43
  Legionary's 
  Lament
  Ingested
  A recipe initially devised by the Twenty-eighth Archcotare 
  of Midmarch, this toxin is usually mixed with other 
  uncolored, odorless liquids -- such as water. Although 
  there is no known lethal dose, it remains a potent and 
  well-known tool in the repertoires of saboteurs and 
  military spies everywhere due to its extremely low 
  minimum effective dose.  Deviously designed by the 
  Archcotare specifically not to kill its victims, he instead 
  intended to halt the advance of a superior army into 
  Midmarch's capital region by bringing its provisioning 
  needs into crisis.  Ingredients: black pearl (powdered), 
  drake spleen (cured), leather from a boot that has seen 
  20 years' campaigning, and tears of laughter.
  DC 14 Con save is taken four hours after imbibing a fluid mixed with 
  Legionary's Lament.  Characters succeeding suffer a stomachache 
  with minor mechanical effect at GM's discretion.  Characters failing 
  are affected and will, over the next twelve hours, become at once 
  increasingly irritable and increasingly lethargic.  This tendency will 
  coincide with an enormous increase in appetite and somewhat lesser 
  increase in metabolism.  Affected characters, as may be surmised, 
  are ultimately detrimental to groups or societies that they are 
  members of for 48-60 hours after symptoms reach full pitch, as they 
  are nearly Constantly either arguing, squabbling, complaining, 
  eating, sleeping, defecating, or resting.  Perhaps the most important 
  mechanical effect, though, is that affected characters must Consume 
  triple rations of food and water or feel that they are starving (and to 
  some extent they are), with all the usual effects.
  Only commonly 
  produced in 
  capital cities for 
  state use.  15 
  GP for enough 
  black pearl to 
  poison a well; 
  the alchemist 
  risking 
  producing this 
  for the black 
  market, though, 
  may charge 
  hundreds for 
  her service.
  /u/sapphon
  44
  Bergeron's 
  Doom
  Inhaled
  Ingested
  This potent paralytic compound is derived from the bright 
  blue bloom of the Poison Berrik vine. It is said that the 
  Berrik vine was cursed long ago by a court jester named 
  Bergeron who could not get the nobles of his court to so 
  much as crack a smile. Now, Bergeron's Doom does what 
  the hapless jester could not, and the results are so 
  gruesome, they're almost funny.
  DC 18 Con saving throw. On a success, the affected creature 
  experiences some sinus irritation and mild hiccups for 1d4 hours. On 
  a failure, the affected creature falls prone and begins laughing 
  unControllably. Every round, the creature must repeat the saving 
  throw to end the effect, with the DC reduced by 1/2 (rounded up) for 
  every failed check. If this seCond check is failed, the creature takes 
  1d6 Necrotic damage for every failed check (1d6 after the first failure, 
  2d6 after the seCond, etc). If the affected creature drops to 0 hit 
  points, they fall unConscious and the poison's effect ends. After the 
  poison wears off, the affected creature suffers 1 level of exhaustion 
  for every 4 failed checks. 
  2500-3500 GP
  /u/Shamus_Aran
  45
  Jelly Hands 
  Juice
  Contact
  Injury
  This poison is derived the venom of a specific type of bee 
  found in the southwestern region of the Sword Coast.  It is 
  said that the venom causes all affected by it to have an 
  allergic reaction to their hands, causing massive swelling 
  and pain.
  Make a DC 17 CON save. On a success, a creature is overcome 
  with a short bout of weakness, causing it to drop whatever it is 
  holding. On a failure, a creature's hands turn into puffy, useless 
  blobs totally incapable of holding anything. This effect lasts for one 
  minute. A creature may save against the poison at the end of each of 
  its successive turns.
  50 GP
  Anonymous
  46
  Blue Water
  Ingested
  Found in caves deep underground, often surrounded by 
  luminescent mushrooms. These pools of water are rare, 
  and only found in deep caves in rocky areas. The natural 
  stones give off some kind of unknown power to the water, 
  making it glow light blue.
  Once ingested, the Consumer must succeed a DC 15 Con save or 
  suffer a point of poison. Repeat each day for 2d4 days. If the 
  Consumer fails half of the saves he/she suffer a permanent -2 to 
  their Constitution. Poison points and negative affect can be removed 
  with greater restoration
  5000 GP 
  (Extremely rare)
  /u/Dramary
  47
  Plane's Mist
  Inhaled
  An ever swirling purple-ish and thick liquid used by both 
  poisoners and addict for its surprising effects. The 
  substance is made by magic with distilled water from 
  other planes infused with blood. Plane's Mist can only be 
  taken as some sort of incense, You boil it and the vapors, 
  aka the mist, give the effect. Because of the weak 
  potency of the mist you must be in an enclose room to 
  feel the effects Drinking it has never been done before but 
  could only be something bad and interesting.
  DC 12 Wisdom saving throw. On a failed save the target falls into a 
  trance of sort after feeling a kind of dizziness. During the trance it 
  appears that you can see in a random plane (roll on a table of the 
  number of planes in your game) as if your head was breaking the 
  water surface and pearing in a pool. The memories of the trip are 
  always fuzzy and absent of details. After the trance you are poisoned 
  for a d6 hours and gain one level of exhaustion. People who succeed 
  on the saving throw only gains the level of exhaustion and are 
  Considered poison for 1d4 minutes because of the smoke.
  350 GP
  Dunwel
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  48
  Twilight Moon 
  Dust
  Inhaled
  Created from glowing mushrooms spores found in deep in 
  caves or dungeons, this poison is commonly unknowingly 
  inhaled by adventurers only for the effects to be revealed 
  later.
  DC 12 Con save. However, effects only trigger with Contact with 
  bright light. After absorbing said light, entering an otherwise shadowy 
  or dark area will cause a release of light as the Light spell, fading 
  over the same period of time (maximum 10 minutes). Creatures with 
  sunlight sensitivity should treat the light as sunlight if the light 
  absorbed was also sunlight.
  10 GP
  /u/Typer525
  49
  Glassblood
  Injury
  Favoured by drow torturers, this clear syrupy liquid, 
  rapidly spreads within the victim's bloodstream causing 
  debilitating pain when struck with blunt objects. Ideal for 
  long sessions of "information gathering" when drow are 
  thought to be planning escapes to the surface. It's 
  manufacture is known only to the Priestesses of Lolth, 
  who distill the substance from Phase Spider venom and 
  mix it with the rendered fat of those who betray the Queen 
  of Webs. The victim usually becomes the latter.
  DC 16 Con save. On a failure, for the next hour the victim gains 
  resistance to Piercing Damage but is Stunned for 1 Round if it takes 
  Bludgeoning Damage unless it succeeds another DC 16 Con save. If 
  the Bludgeoning Damage is dealt by a Critical Hit, the victim must 
  make a DC 16 Con save or be Stunned for 1 Minute as their body 
  suffers the horrible agony of their blood breaking into thousands of 
  tiny shards within their veins.                                                                                                                                                                                                                              
  .         
  Average price 
  on the black 
  market is 500GP 
  for a dose.
  Eggs_Maledict
  50
  Gambit
  Ingested
  Originally developed as a deadly poison by assassins of 
  the Dragon's Claw, Gambit was quickly discovered to 
  occasionally enhance the target's abilities instead of 
  causing their demise. For that reason, the assassin's guild 
  quickly abandoned use of the poison in favor of more 
  reliable ones. However, some people today still use the 
  substance as both a risky performance enhancing drug or 
  as an equally risky toxin. The process to create this 
  substance is a well guarded secret, but the materials 
  used are suspected to include both things of great healing 
  properties and natural toxicity.
  The target must make a DC 15 CON saving throw. On a failed save 
  the target is poisoned for 1d8 hours. While poisoned in this way, roll 
  1d6. If the result is even, the target takes 1d8 poison damage every 
  minute and suffers a -1 penalty to all checks using WIS. If the result 
  is odd, the target instead gains a +2 bonus to both STR and DEX 
  and has a passive wisdom of 15 (if it wasn't at least that high 
  beforehand). On a successful save, the target is not poisoned.
  50 GP
  Huulkinat
  51
  Prestidigitator'
  s Patois-
  Paralyzing 
  Pepper Potion
  Ingested
  Prepared from a particularly pungent patch of alpine 
  peppers, the Prestidigitator's Patois-Paralyzing Pepper 
  Potion was produced primarily as a provincial product of 
  the parish of a specific potentate. Previously presented by 
  a potluck participant, it's pure potent power was 
  repurposed as a poison specifically planned to put the 
  palates of particular prestidigitators past their purposes.
  DC 15 Con save. If failed, the creature's mouth goes tingly and numb 
  for roughly 10d6 minutes, rendering speech awkward and difficult. An 
  affected creature has a disadvantage on any actions that require 
  vocalization to enact/activate. Spells cast that require a vocal 
  component suffer a -5 to their spell save DC. If the affected creature 
  currently has an active Concentration spell or ability, they must make 
  a DC 15 saving throw to maintain it.
  10 GP
  (often 
  purchased as a 
  gag gift or a 
  prank to play on 
  friends)
  /u/Lestenna
  52
  Meklor's Toad 
  Juice
  Contact
  Created with a mixture of toxins extracted from various 
  venomous toads this poison dramatically slows and 
  relaxes the victim. It's glassy, clear, and quite viscous. It 
  sticks easily to skin, and to clothing. Invented not as a 
  poison, but as a medicinal anesthetic, the touch of the 
  poison rapidly numbs the skin and the mind. Those 
  exposed report tingling in their extremities, and powerful, 
  though benign, hallucinations. 
  DC 10 Con save. On success, victim moves to the bottom of the 
  initiative order. If they have already acted this round, they do not act 
  again until the following round. Upon failure, the creature is 
  dramatically slowed. Movement speed is halved, and all attacks 
  made by them have disadvantage. All attacks against them have 
  advantage. This effect is ended with another DC 10 CON saving 
  throw made at the end of their turn. If raging, target must make DC 
  10 WIS save or be so calmed by the effects of the poison that the 
  rage ends.
  20 GP
  /u/NPCmiro
  53
  The Harpy's 
  Tears
  Ingested
  A slightly opaque, white liquid, distilled, as the name 
  implies, from the tears of a male harpy wept under a full 
  moon.
  DC 15: Wisdom Save. On a failed save, the target is entranced by 
  melodies inside their own mind, and will immediately begin to travel 
  in a random direction. The target stays moving in that direction, 
  unless prevented by an obstacle, at which time the direction will 
  change at random again. The target can make one saving throw 
  each hour that passes. While under the effects, the target cannot 
  speak or hear others speaking to them. The effects of the poison 
  wear off after 12 hours. 
  800 GP
  Ricky W.
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  54
  Mariner's Bane
  Ingested / 
  Injury/ 
  Contact
  A clear liquid, almost indistinguishable from salt water, 
  this poison was often used to eliminate naval targets of 
  opportunity by less than savoury pirates, assassins, and 
  admirals. The chief ingredients are salt water, wood 
  collected from the hold of a wrecked ship- usually one 
  sunk in battle, the bloodier the better, but any suitably 
  tragic accident will suffice-and any one of a number of 
  slightly more Conventional poisons (the inventors swear 
  by distilled Wyvern or Manticore venom for the best 
  results). The poison is added to the salt water and a ritual 
  calling on the vengeance of the sea for the victims of the 
  shipwreck performed, at which point the wood from the 
  wreck is added. The result is a poisonous substance that 
  is almost impossible to determine as a poison, instead 
  taking on the characteristics of fresh seawater.
  Although indistinguishable from salt water by any normal inspection, 
  a detect Poison and Disease spell will reveal the true nature of this 
  substance. The target must make a DC 15 WIS saving throw. On a 
  failed save the target becomes obsessed with water (especially the 
  ocean) for 1 hour. The target must use its action to move towards or 
  into the nearest large source of water that it knows of. Once 
  submerged in water, the target must make a DC 13 WIS saving 
  throw on each turn spent submerged and poisoned. On a failed save 
  the target attempts to breath in water and drown itself resulting in 
  3d10 necrotic (?) damage. On a successful save the target is no 
  longer under the influence of the obsession with water. 
  250 GP
  C0LdP5yCh0 
  (Name, Poison 
  History and 
  Ingredients), 
  Huulkinat (Poison 
  Effects and Price)
  55
  The Sweet 
  Sweet Release 
  of Korb 
  Nagglebrek's 
  Slimy Limes of 
  Time
  Contact
  A viscous substance with a bright green hue that vibrates 
  slightly as it comes into Contact with the victim's skin. The 
  substance is the brainchild of one Korb Nagglebrek; a 
  perverse halfling alchemist who dabbled in the dangerous 
  field of time-travel. Discovered as Nagglebrek attempted 
  to Convert a lime into the ideal time-travel fuel, the 
  substance causes the victim to revert to an age where 
  they felt the most joy in life. This sensation feels like the 
  greatest release of pain and grief the victim has ever felt, 
  as if one has not been able to cry for a decade. However 
  this lasts only briefly, as then the substance catapults the 
  victim forward in time, leaving them in their last moments 
  of death. Korb has said of the substance that it is "not his 
  worst work".
  DC 18 Con save, then - if applicable - a DC 14 Wis save. If the Con 
  save is failed, the afflicted character is aged back to the age they 
  determine to be the happiest in their life. However, the GM may 
  choose to overrule any decision made by the player to an age more 
  reasonable or suitable, at the GM's discretion. After 1d6 minutes the 
  character is then aged rapidly to within the age of their death, as 
  determined by their race. If the character in question fails the Con 
  save, then a WIS Save is required. If this too is failed, then the 
  character receives the mind of the age they have been aged to. If the 
  Constitution save is successful, then the character feels a slight 
  sense of nostalgia and no other adverse effects. 
  1 PP
  Joseph Crook 
  (@photocrook on 
  Instagram)
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  56
  Plague Bringer
  Inhaled
  Heavy green dust with a spicy smell that is used by to 
  quietly weaken targets before a kill is to be secured. 
  made from bits of veggie pygmies as well as several 
  expensive alchemical solutions that ravage its victims 
  immune system. it's a pragmaticist's favorite but fails to 
  be helpful in spur of the moment encounters.
  DC 15 Con save, on 3 failed saves performed at the the time of 
  inhalation and at the end of each of its turns the target is afflicted 
  with a non magical version of the Contagion spell. on 3 successful 
  saves the poison has no effect the disease is randomly determined 
  by a d6 roll. 
  1. Blinding Sickness - Pain grips the creature’s mind, and its eyes 
  turn milky white. The creature has disadvantage on Wisdom checks 
  and Wisdom saving throws and is blinded. 
  2. Filth Fever -  A raging fever sweeps through the creature’s body. 
  The creature has disadvantage on Strength checks,saving throws, 
  and attack rolls that use Strength. 
  3. Flesh Rot - The creature’s flesh decays. The creature has 
  disadvantage on Charisma checks and vulnerability to all damage. 
  4. Mindfire - The creature’s mind becomes feverish. The creature 
  has disadvantage on Intelligence checks and Intelligence saving 
  throws, and the creature behaves as if under the effects of the 
  Confusion spell during combat. 
  5. Seizure - The creature is overcome with shaking. The creature 
  has disadvantage on Dexterity checks, Dexterity saving throws, and 
  attack rolls that use Dexterity. 
  6. Slimy Doom - The creature begins to bleed uncontrollably. The 
  creature has disadvantage on Constitution checks and Constitution 
  saving throws. In addition, whenever the creature takes damage, it is 
  stunned until the end of its next turn. 
  The effects wear off after 7 days or if the disease hasn't taken hold 
  yet any way of nullifying poison stops the process. if the target has 
  already failed 3 saves from this poison it can be stopped with any 
  method of curing disease.
  1,200 GP Chris J.                                   
  AKA Mr.Scribz
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  57
  Poison of 
  Poisons 
  Laira's Poison 
  of Mystery
  Ingested
  This poison was once made by Laira, when she found 
  herself in a mischievous mood. The poison has a different 
  colour to each person who lays their eyes on the vial. 
  Some see it as a light pink with glitters, some as an oozy 
  black with chunks. It is said that no two individuals will 
  ever see the same thing inside the vial, but that is yet to 
  be proved. Taste, smell, texture, and even at times sound 
  the poison makes, also changes per person. All these 
  attributes also change after Consuming one of the 
  dosages. The downside is, the poison isn't simply made 
  by mortals, and can only be done so by deities. The 
  ingredients are unknown, but they are all imbued with 
  divine energy. This is an extremely rare poison not often 
  found.
  Each poison vial comes with 4 doses. 
  Roll 1d100, and the poison that corresponds to that number on THIS 
  list gets applied (even if the poison type is different). 
  The DM, if they so wish, can add and/or remove effects such as 
  Consequences for using the poison. All the effects of the poison will 
  be at double the power. Including Consequences, effects added or 
  removed, both against and for the PCs interest. Saving throws 
  remain the same, however, the effect gets doubled. If dice are 
  involved such as 1d4 it will become, up to the DMs decision, 2d4, 
  1d8 or 2d8. In case Poison of Poisons (PoP) is rolled again, they will 
  be effected with an Poison of Poisons (II). In this case, the Consumer 
  of the poison re-rolls a 1d100, and repeats the previous steps; 
  however, any and all effects will be doubled again in power, so four 
  times the original power. If Poison of Poisons is rolled again for a 
  third time, it becomes a Poison or Poisons (III), in which all powers 
  are octupled. For every additional PoP roll, the effect power doubles 
  twice from the previous amount. PoP (III) doubles the power of Pop 
  (II) while a PoP (V) doubles the power of PoP (IV), which in itself is a 
  double of the previous. The effects the player gains after Consuming 
  the poison are unbeknownst to the player, unless clearly visible. An 
  example being: The PoP ended up giving PC +5 to Strength. When 
  doing a strength check, the DM will add the +5 strength to their throw 
  without telling the player of this. However, if the player feels 
  nauseous, they will immediately be able to tell. If they become 
  resistant to fire, they will not know until they are set ablaze. The PC 
  can attempt to figure out the effects of the poison by doing a saving 
  roll for the closest attribute to the effect of the poison (Con, Dex, Int, 
  Etc.). The DM can at any time change any of the above to be more 
  fitting to what they need. The DM, if they so wish, can also provide 
  players with a Poison of Poisons (I/II/III/IV/V etc) The strength of the 
  effect will equal to: 2^x, where x is number prescribed in the PoP 
  (I/II/III/etc.). 
  500 GP
  Anonymous
  58
  Cave Paprika
  Ingested
  The part of paprika used in cuisine is the pepper, however 
  when the leaves of Cave Paprika are ground up they 
  become a potent deafening agent
  DC 15 Con save: on a fail the target becomes immediately deaf for 1 
  hour
  150 gp
  Evan L
  59
  Red-currant 
  jelly
  Contact or 
  ingested
  This is just some red-currant jelly with bits of raisins in it, 
  but can fool others into thinking it's real poison. 
  The user must somehow Convince the target that the jelly is, in fact 
  poison, requiring a persuasion check Contesting the target's poison 
  knowledge. Depending on the degree of success, the target believes 
  they will suffer harm or some setback, either physical or mental, 
  which the players and DM decide between themselves. Once the 
  poison is somehow applied or ingested, the target must make a DC 8 
  wisdom saving throw to see if they actually feel like something is 
  happening. 
  10 SP to 2 GP 
  (dependant on 
  quality of jelly 
  and amount of 
  raisins)
  Nick P
  60
  Dreammist
  Ingested
  A rainbow coloured, viscous liquid, made with the tail of a 
  coatl. Its vapours permeate the air around it with an 
  uncanny sweetness. The poison is taken as a recreational 
  drug by those desperate enough to want to do so, but 
  runs the risk of corrupting their bodies long-term. It is 
  often used by assassins or rogues as a non-lethal means 
  of bypassing their foes, or forcing them to have terrible 
  visions that haunt them in the future.
  The target who ingests this poison experiences vivid hallucinations of 
  their wildest desires. If failing a DC 13 wisdom saving throw, the 
  target promptly falls asleep for 6d6 minutes, and on waking, their 
  visions turn into a nightmare, dealing 3d6 psychic damage. 
  Successfully saving against this poison allows the target to 
  experience these hallucinations but otherwise maintain their 
  faculties. Each ingestion of dreammist before a long rest increases 
  the saving throw DC by 3.
  50 GP
  Jamie M
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  61
  Clockmaker's 
  Bane
  Injury
  A black, oily substance that looks almost exactly like 
  mechanical grease or lantern oil, it was originally devised 
  by the gnomish assassin, Perticulo, in response to a 
  request from a friend to dispose of a rival artificer. 
  Magically refined from a mixture of lycanthrope blood, 
  displacer beast saliva and black jelly residue, coupled 
  with stabilizing agents, it was specifically designed to kill 
  slowly and appear to be natural progression of a disease 
  while remaining non-magical in nature, so as not to alert 
  the artificer and allied mages as to its nefarious purpose. 
  Given its unusually persistent effectiveness, Perticulo 
  refined and honed the recipe over many years and used it 
  repeatedly as a subtle way to dispose of magically 
  attuned folk and those prone to low vitality. His 
  refinements caused it to lose some of it's potency and 
  ease of deliverance, but remained a niche and effective 
  tool in his arsenal for many years until he was eventually 
  killed by a werebeaver, trying to procure more. The 
  poison disappeared from use for decades before his 
  notes were eventually unearthed, and the Thieves Guild 
  began manufacturing and distributing it more abundantly.
  Must be applied with slashing or piercing damage only. The victim 
  must make a DC 8 CON save. On a failure, they gain one level of 
  fatigue. On a success, they gain -1 CON. The Constitution penalty 
  cannot be restored or avoided without the use of a 5th level spell or 
  higher (such as Greater Restoration). Fatigue inflicted by this poison 
  cannot be cured through rest. This roll is repeated every 24 hours 
  from the time of injury. The poison does not do damage, nor inflict 
  the poisoned Condition, and so cannot be resisted, and will not be 
  detected by Detect Magic, nor will it be revealed by Detect Poison 
  and Disease, unless the character specifically targets the viscous 
  poison itself (note: once inside a victim, it will not be revealed in this 
  fashion either, unless the character has knowledge of the poison and 
  it's effects.) Once the victim has reached a -10 modifier to CON (10 
  successful saves, or more if Greater Restoration is used), the poison 
  loses potency, and they regain 1 CON every 24 hours after for the 
  next 10 days until they are back to their normal modifier, as well as 
  recovering 1 level of exhaustion induced by the poison each day. 
  The poison can be delayed indefinitely through Greater Restoration, 
  but can only be neutralized before it's end through directed use of a 
  curing or restorative spell with specific knowledge of the poison 
  (cannot be cured randomly with magic or non-specific antitoxins), or 
  a 9th level spell (such as Power Word Heal, or Wish directed at 
  curing the ailments of the victim.) The victim dies only if they reach 0 
  CON, or Level 6 Exhaustion.
  350 GP per vial 
  from select, 
  anti-arcane 
  branches of the 
  Thieves guild. It 
  is not difficult to 
  manufacture, 
  but its 
  knowledge and 
  recipe are 
  carefully 
  guarded 
  secrets, found 
  only in specialty 
  books and 
  known to master 
  poisoners. (vial 
  Contains 100 
  doses)
  /u/lostkavi
  62
  Whiz-o-wisp
  Contact
  Made from Will-o-Wisp urine collected on the Ethereal 
  Plane. Usually made by night hags or other creatures that 
  frequently harvest souls. Comes in a fist sized clay pot 
  that is thrown at target. Clay pot is warm to the touch and 
  has a static charge that tends to raise the wielder's hair.
  On Contact the target must make a DC 15 Constitution saving throw. 
  On a failed save takes 3d6 lightning damage and until the end of it's 
  next turn, sheds bright light in a number of feet equaling the number 
  of damage taken. On a successful save the target takes half damage 
  and becomes invisible until the end of its next turn. If target is 
  wearing metal armor the Constitution save is made with 
  disadvantage.
  300 GP
  K. Luckham
  63
  Stirge Nectar
  Contact
  Most commonly used by swamp dwelling creatures such 
  as Lizardfolk, Stirge Nectar is a foul smelling and sticky 
  substance made from rotting fruit of the quince tree mixed 
  with stagnant swamp water. Often thrown in thin pouches 
  or clay pots at targets, or used in traps to ward off 
  trespassers.
  Upon Contact target must make a DC 16 Constitution saving throw. 
  On a failed save the target becomes incapacitated (by nausea). The 
  target remains incapacitated until it succeeds a saving throw at the 
  end of each of its turns. On a successful save it does not become 
  incapacitated. Regardless of saving throw result, the smell of nectar 
  will attract a pack of 1d4+3 Stirges within 1d4 rounds, that 
  immediately attack the target.
  3 GP per half 
  gallon "splash"
  K. Luckham
  64
  Purple Pollen
  Inhaled / 
  Contact with 
  Eyes
  Made from the spores of Violet Fungus mixed with 
  powdered peppers. Often found in areas close to 
  Underdark entrances. Comes in a vellum pouch roughly 
  the size of a fist. Once mixed this powder loses all 
  potency after 4 days.
  Once inhaled or thrown into eyes of target, target must make a DC 
  20 Constitution save. On a failed save target takes 1d8 Necrotic 
  damage, and suffers a random short-term madness (DMG pg #259). 
  On a successful save target takes half damage and no madness 
  effect.
  250 GP
  K. Luckham
  65
  Faerie Fire
  Contact
  The exact formula is a secret known only to a certain 
  band of forest gnomes, but it is believed to be distilled 
  from the breath of Faerie Dragons and extracts of several 
  types of fungi mixed with extremely potent distilled spirits. 
  The forest gnomes use it as a prank to test the mettle of 
  non-gnomes who visit them, mixing it into a drink, or 
  offering it as an aperitif.
  DC 15 Con saving throw. On a success, creature experiences a mild 
  and pleasant euphoria lasting 1d4 hours. During this time, all rolls 
  are made with disadvantage and movement rate is half normal. On a 
  failure, the creature experiences hallucinations and paranoia - treat 
  as being under the effects of a Confusion spell - for 1d4 hours. 
  Regardless of the save, after the effect wears off, treat as suffering a 
  level of exhaustion until a long rest is taken.
  Not commonly 
  sold to 
  outsiders (but 
  often used to 
  dose them as a 
  prank). It might 
  be given to 
  those who have 
  done a service 
  to the gnome 
  band
  Arkyee
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  65
  Diplomats 
  Draught
  Ingested
  A honey mead made from honey that came from a 
  beehive attached to a Dryad's tree. Highly sought by 
  Noblemen involved in diplomatic negotiations. Usually 
  comes in a half pint stoneware flask and is one dosage.
  Once ingested the target must make a DC 19 Wisdom saving throw. 
  On a failed save target becomes open to suggestion for 12 hours 
  and all Deception, Persuasion, and Intimidation checks against target 
  are made with advantage. On a successful save target becomes 
  immune to Diplomat's Drought for 24 hours and is aware that they 
  have been poisoned.
  500 GP
  K. Luckham
  66
  Hagseek
  Ingested
  Often disguised as potion of flying this Concoction 
  combines mistletoe, eyebright, and nightshade to cause 
  unConsciousness. If the poison was crafted with 
  ingredients from the Shadowfell unConscious victim 
  meets and Confers with a green hag on the ethereal 
  plane. Often sold by hags to unwitting adventurers for the 
  sole amusement of said hag.
  Target must make a DC 18 Constitution Saving throw. On a failed 
  save the target falls unConscious for 1d12+1 hours and has an out of 
  body experience on the astral plane where the intangible target 
  "flies" to the nearest green hag on that plane of existence, and has a 
  Conversation with the hag. The hag may offer information at a price, 
  or may demand the target entertain her in some way. Work with DM 
  for details. On a successful save the target expels the poison 
  immediately taking 1d4+1 acid damage and adds one level of 
  exhaustion until next long rest.
  Rarely found for 
  sale. Usually 
  mistaken for, or 
  disguised as, a 
  potion of flying.
  K. Luckham
  67
  Angel's Breath
  Inhaled
  Discovered accidentally after a couple of lovers wandered 
  deep into a forest and smelled the wrong wild flower, this 
  bright, royal blue powder is made from the pollen of those 
  flowers. It needs to be refined in order to be maximally 
  effective (as described here). It is now used by criminal 
  organizations to rob naive travelers, especially when they 
  are few in number. It is so potent, that all a criminal needs 
  to do is take a handful out of his pocket when close to his 
  mark, unfold his hand not far from the victim's face, and 
  blow the powder in their direction.
  The target must make a DC 15 WIS saving throw or else enter a 
  pleasant twilight state for 1d4 hours, during which the body is still 
  fully functional, as if the mind wandered off somewhere and the body 
  became a functional zombie. While in this state, the target is 
  extremely open to suggestion, as if under the effects of a Charm 
  Person spell. When the effect wears off, the target has no memory of 
  anything that occurred during the episode. This only affects 
  Humanoid types, regardless of immunity to Charm since the 
  mechanisms of action are different from spells.
  Its refined form 
  is only available 
  for purchase 
  from a Thieves' 
  Guild or other 
  similar criminal 
  organization. 
  Price varies 
  depending on 
  perceived level 
  of need, usually 
  charging 500 GP 
  or more per 
  dose. 
  DAE
  68
  Dragon's 
  Blood
  Inhaled
  Ingested
  Injury
  Dragon's Blood is widely believed to be the actual blood 
  of fallen dragons cursed to prevent thieves from stealing 
  from the dragon even after its death. The red, opaque 
  gemstone is mined in areas of volcanic activity and can 
  then be crushed into a fine powder, easily mixed with 
  water (tasteless), or heated to a vapor (smells like rotten 
  eggs).
  The target must make a DC 16 CON saving throw. On a failed save 
  the target takes 3d6 poison damage and becomes poisoned. When 
  poisoned like this, the target has an itching sensation all over and 
  experiences profuse sweating. Additionally, the target experiences 
  impaired vision resulting in a -1 penalty to all attack rolls and skill 
  checks that require sight. After 1 day without treatment, the target 
  suffers insomnia and cannot complete a full rest. After 2 days without 
  treatment, the target is overcome with weakness and memory 
  impairment resulting in a -2 penalty to both STR and INT.
  500 GP
  Huulkinat
  69
  Quadruple 
  Foul
  Ingested
  A poison made by mixing a variety of other poisons to 
  achieve devastating effects
  The target must make 4 DC16 CON saving throws, and will receive 
  the effects of whichever ones fail. Multiple effects will not be active at 
  the same time, and instead will activate when the previous effect 
  ends. 1st: Poisoned for 1d2 hours. 2nd: Paralyzed for 1d2 hours. 3rd: 
  deafened for 1d2 hours. 4th: Blinded for 1d2 hours.
  Received from 
  quest asking for 
  one potion of 
  each effect it 
  inflicts. 
  Afterwards, 
  party is given 1 
  vial and the 
  recipe
  /u/BurnByMoon
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  70
  Buzzing 
  Torment
  Contact
  An extract from the common wasp, this pheromone has 
  been magically treated by the Black Alchemists of Orbay, 
  enhancing the distance from which it will attract wasps. 
  The Black Alchemists, though masters of many 
  debilitating poisons only sell this to their most trusted 
  customers, due to the extent of agony it causes
  DC 15 Con Save. Once applied, every hour, 2d4 Stirges, Giant 
  wasps or 1d4 wasp swarms assault the target. They cannot be 
  frightened, and will only attack the target of the poison. This effect 
  lasts either 1d12 hours or until the pheromone is washed off, either 
  with universal solvent, or taking at least an hour to scrub off, using 
  soap or an equivalent.
  Sold by the 
  Black 
  Alchemists, for 
  50 GP for a 
  dose. May be 
  found on the 
  black market for 
  exponentially 
  higher
  /u/unhygenicchipm
  unk
  71
  Gargoyle's 
  Temperament
  Contact
  A powder that is very much the consistency of wet 
  concrete, this poison has been magically enchanted with 
  the ability to turn flesh to stone. A small dose will turn just 
  an appendage, while a larger dose will turn a whole 
  person.
  The target must make a DC 16 CON saving throw or be afflicted with 
  the spell Flesh to Stone.
  Dose for an 
  appendage is 
  500 gp, and 
  enough for a 
  whole person is 
  as high as 3000 
  gp
  /u/ZeparBarbetos
  72
  World's 
  Deadliest
  Ingested
  It is a slightly watered down dark green liquid, which 
  smells and tastes like pine needles. Contrary to its name 
  this poison is actually relatively harmless in its effects. 
  Usually sold by shifty merchants to scorned lovers in 
  order to make an easy profit. Due to the nature of the 
  purchase, the common man is left without legal recourse.
  Target must make a DC 15 CON saving throw to resist the effects of 
  the poison. If target fails the saving throw, their veins take a dark 
  blue appearance and they suffer from a stomach ache for 1d4 hours. 
  At the end of which they must make another DC 15 CON saving 
  throw to resist. If they fail once again, roll another 1d4 hours. After 
  which the poison fades, leaving the victim unharmed.
  Usually 5 GP, 
  however the 
  merchant will 
  charge whatever 
  they believe 
  they can get 
  away with.
  got_pixels
  73
  Smokeball 
  Special
  Ingested
  Originally a cantrip designed by magical entertainers, the 
  Smokeball Special was a spell for Conjuring and directing 
  a small ball of smoke. However, after audience members 
  who accidentally inhaled the smoke fell ill, the spell was 
  banned. A few unscrupulous performers who had been 
  involved in the practise sold the secret of the cantrip to a 
  hooded figure. A few months later, word among thieves' 
  guilds spread of a poison that could suffocate a target 
  long after they had been poisoned. The Smokeball 
  Special is now most easily procured from hooded figures 
  who peddle their wares on new moons at midnight.
  The Smokeball Special comes in capsule form, and when opened, 
  releases a fine grey powder. The powder can be added to food or 
  drink, and leaves a hint of campfire smoke once mixed. If the 
  food/drink was not prepared on/near a cooking fire, DC 13 
  Perception to detect that the food/drink has been interfered with (DC 
  18 if fire was involved). 3 hours after ingestion of Smokeball Special, 
  the affected creature feels like vomiting. However, the only thing their 
  stomach is capable of ejecting is a viscous cloud of dark grey smoke. 
  This smoke flows into the lungs, and fills the creature's nose and 
  mouth. The creature spends 1d6+3 rounds coughing out the smoke. 
  The creature can not take any other actions during this period. The 
  creature must make a DC 15 Constitution save each round. On a 
  failure, they take 1d10 fire damage as their respiratory system is 
  ravaged. On a success, take half damage. Once all the smoke is 
  expelled, the creature is free of the smoke and can act as normal 
  from the following round. If the poisoned creature is asleep at the 
  time the poison takes effect, they are woken up and have 
  disadvantage on their first save.
  200 GP
  /u/ApertureJunkieZ
  A
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  74
  Slight 
  Discomfort
  Inhaled
  Developed by the cursed Wizard Pal'zerus, whose luck 
  was always decided by a coin toss, he stumbled upon a 
  secret recipe to create a distracting poison that would 
  render opponents in battle unable to concentrate. Made 
  from mosquito saliva, poison ivy, rose hip, ground 
  feathers of a Griffon and strained through the roughest 
  sheep wool, Slight Discomfort was made as a nonviolent 
  way to help turn the tide of battle. Slight Discomfort was 
  adopted by many city guard garrisons as a way to help 
  disperse gathering delinquent crowds as well as break up 
  riots in progress.
  One dose of Slight Discomfort can be thrown to cause a 10ft burst 
  that affects all creatures caught within the effect. (Additional doses 
  added increase the radius by 5ft for a maximum of 25ft) A creature 
  caught in the effect must succeed at a DC 18 Constitution saving 
  throw or become affected by Slight Discomfort. While under the 
  effects of Slight Discomfort, creatures begin to notice an itching 
  sensation in their palms, or what may Constitute their palms
  Effects: Every attack made by the creature is at a disadvantage as 
  they become too focused on the desire to scratch the Itch.
  Save: In order to not be at a disadvantage, a creature must make a 
  DC 7 Will Saving throw to overcome the desire to scratch. In doing 
  so, they are not affected by the Slight Discomfort. The save must be 
  made every round and increases by 1 for every successful save 
  made. If a creature spend their action to scratch the itch however, 
  the DC resets back to 7 and the affected creature does not have to 
  make another saving throw for 1d4+1 rounds. Slight Discomfort runs 
  its course after 5 minutes, but a DC 15 Constitution saving throw can 
  be made every minute to end the effect early.
  350 GP
  /u/HasturCarcosa
  75
  Devil's Impulse
  Ingested
  A poison made for its appealing appearance irresistibility. 
  Originally crafted to entice lesser intelligent creatures to 
  Consume it  as to render them paralyzed. Those 
  administering the poison would be standing by in order to  
  dispatch them quickly. Usually created in mass quantities 
  and produced for large meals and to be mixed with food 
  and drink. Usually made from unknown substances found 
  in the fire plane. 
  The target must succeed on a DC 17 Con Save or becomes 
  paralyzed until lesser restoration is cast  on the victim.  If lesser 
  restoration is cast within 4 hours of drinking the poison, the target 
  must make a DC 15 Wis Save or will become dependent on the 
  poison and must find more or suffers 1d12 psychic damage every 
  day without ingesting the poison. This cycle can only be broken by 
  casting greater restoration on the target and then all effects are 
  removed. 
  750 GP
  Boomdabah
  76
  Dwarven 
  Resilience
  Ingested
  When dwarven ale brewers took things a little too far, 
  Dwarven Resilience was made. Too potent for even the 
  hardiest dwarves, it was banned from most meaderies, 
  but with the right words to the right people, you may get 
  your hands on some.
  A single dose of Dwarven Resilience can be mixed into any 
  beverage or liquid, leaving an earthy stench. A creature can attempt 
  a DC 15 perception check to notice that their drink has been 
  tampered with. A creature that drinks Dwarven Resilience must 
  succeed a DC 17 Constitution saving throw or become poisoned for 
  1 hour. While poisoned this way, the creature's speed is halved, and 
  they cannot take reactions. If a creature fails the saving throw by 5 or 
  more, they are knocked unConscious for the duration. 
  150 gp
  /u/The_Aboleth
  77
  Glare
  Ingested
  A poison made by boiling various cave mushrooms. It is a 
  black, oily liquid that dissolves in water. Created by a 
  druid attempting to create a potion of night vision, but had 
  unintended side effects.
  DC 15 CON save. After 1 minute, target gains darkvision. Vision 
  slowly becomes brighter, over 10 minutes, until everything is white. 
  The target is the blinded, and every 10 minutes must make a DC 12 
  WIS save or take 1d4 psychic damage. Lasts for 1 hour, then fades 
  back to normal vision over 10 minutes.
  Why would 
  anyone sell 
  this? Because 
  I'd buy it.
  DorkMage
  78
  Viper Weed
  Inhaled
  Viper Weed usually grows in swamps where the veil 
  between dimensions is unusually weak, Viper Weed is a 
  small, red, tube shaped plant often mistaken for cinnamon 
  at first, but when curious adventurers get too close it spits 
  a cloud of spores into the air blinding the adventurer, and 
  causing intense coughing if inhaled. Assassins started 
  harvesting the spores by placing a cup on the plant before 
  it releases the spores, and started using it to debilitate 
  targets.
  DC 18 Con save: on a fail the target is blinded and rendered 
  incapacitated for 10 minutes.
  250 gp
  Evan L
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  79
  Moradin's 
  Tears
  Ingested
  It was one of the most popular dwarven drinks long ago. 
  Now, however, it is feared throughout the known world. It 
  was found out that the sumptuous beverage can actually 
  kill many of the races of the land. Dwarves, as well as 
  most ground-dwellers are immune to this potent poison. 
  However, races with weaker bodies, such as elves or 
  humans, can sometimes be killed instantly. Not much is 
  known about how to prepare this dreaded abomination of 
  an ale. However, it is theorized that, in order to achieve 
  such potency a higher power of some sort was involved 
  somehow. Many people, at this point, bring up the story of 
  Nak'til the Wild. This half-orc was born during the great 
  segregationist movement in the human and elf kingdom 
  and thus was shunned by society as a whole. So he 
  moved to one of the great dwarven mine-cities. There, he 
  found affection and love that he never truly could in the 
  world he was born in. He later became an adventurer 
  and, by luck, was granted a small favor by Asmodeus 
  himself. He chose to reward his friends, the dwarves by 
  granting the thing they loved most - ale. So he told 
  Asmodeus "I wish there was a drink which was easy to 
  get and which only the dwarves could truly enjoy." And 
  Asmodeus made sure that only the dwarves would enjoy 
  it.
  DC 20 Con Sav. On a fail, the drink slowly kills the target from inside. 
  It presents itself as a harmless, bubbly, yellow ale. It has an 
  incredible sweet taste and, if mixed with most ale, it will blend in, 
  making it the perfect poison. However, if drunk by any race 
  susceptible to it, it will deal 1d4 acid damage which cannot be 
  prevented to them at the first dawn. You see, it is a highly caustic 
  poison and as it burns through one layer of flesh, it gets more potent. 
  At the second dawn, the person takes 1d6 damage. Then 1d8, 1d10, 
  1d12, 1d20, until finally, on the dawn of the seventh, it deals 1d100 
  caustic damage then and on any dawn thereafter, if any. A person 
  dying from Dwarf's Poison may not be healed while the poison is in 
  their system. If the person dies from the poison, the liquid, now 
  turned a sickly green first pokes through the front of the belly, 
  bursting through what little flesh the creature will have at that point. 
  Once activated by (turned green) by ingestion by a non-dwarf, it will 
  essentially turn into a highly dangerous acid. It may be neutralized by 
  a holy ritual toward a good deity, but not while in a creature. The only 
  magical way to get the poison out of a person is the use of a Wish 
  spell.
  Depending on 
  where you go, it 
  may cost 
  nothing or, quite 
  literally, your 
  soul and then 
  some. It is most 
  abundant in 
  dwarf cities, 
  where it can be 
  bought from 
  many 
  apothecaries as 
  "Dragon 
  Unguent". 
  There, the 
  general price is 
  somewhere 
  around 50-100 
  GP for one 
  dose, which is 
  about one third 
  of a dwarven 
  cup (125 mL). It 
  can also be 
  found in the 
  human world for 
  double the price 
  and Asmodeus 
  may sell it to 
  you himself, but 
  his prices differ. 
  Finally, you may 
  be able to find 
  some in your 
  own cup, and 
  that's free.
  Hidrog
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  80
  Voodoo Gash
  Injury
  Made from objects of great importance to the mixer. 
  Could be objects of sentimental value, remains of a loved 
  one or pet, something crafted with love and care, or 
  expensive jewelry. Sacrifice is the name of the game. If 
  objects of tremendous importance or great amounts of 
  revenge are put into the making of the potion, the effects 
  should amplify appropriately. Often made with a target in 
  mind.
  Must be applied to a weapon a few hours (4ish) in advance; If not, 
  the effects are halved. The target must succeed a DC 18 Con save 
  or sprout a small limb out of the wound or bruise. The limb is a bone-
  thin white arm with a small hand on the end of it. The hand has three 
  long pointy fingers and a thumb that grip a small dagger made of 
  bone. It is squishy to the touch. It 'lives' for 24 hours and Constantly 
  makes +1 attacks on its host and does 1d2+2 damage if successful. 
  This attack happens on the turn of the host during combat. Can be 
  cut off with a sharp weapon; DC 14 Con save 4d4 damage on fail, 
  half on success. If ripped off bare handed, the wound it leaves 
  remains open and does not heal without the aid of magic along with 
  doing 4d4 damage. If ignored for the full 24 hours, it starts drying out 
  and wilts off the host like a dying leaf but no other damage is taken. It 
  can also be held immobile with one's hand (str 6 grapple) or bound 
  with rope and it will struggle to free itself until it does so or dies off. 
  Can be removed by a restoration spell or quality healing potion 
  without worry. The little arm is also affected by any Condition the 
  host is; if the host is knocked unConscious so is the little arm. If the 
  host is affected by a spell that makes them dance unControllably the 
  little arm also dances. And so on.
  cool stuff man 
  or 260 GP and 
  something dear 
  to your heart for 
  2 doses
  Smelly Good 
  Voodoo Shaman
  81
  Viral Mite
  Ingested
  A small insect that procreates through parasitism. It 
  latches itself onto food. Once entered the host, the insect 
  slowly multiplies inside the body until enough of the host 
  body has been Consumed by the insect. Upon full 
  maturation, the host bursts open in a swarm of new Viral 
  Mites and the cycle begins again.
  A passive perception of 14 can detect the presence of the insect. 
  Upon Consumption, inflicted target must make a DC 17 Constitution 
  saving throw. On success, the target vomits out the recently 
  Consumed item and bug. On failure target feels minor discomfort 
  1d10 minutes later. This feeling is similar to indigestion. 1d8 hours 
  later, target feels moderate discomfort, taking 1d4 internal damage. 
  1d4 days later, target is unable to move, taking 1d10 internal 
  damage. 2 days after this, a swarm of 2d10 Viral Mites emerge from 
  every orifice of the afflicted creature, taking 4d12+10 damage. This 
  poison can be cured very easily with a healing spell directly intended 
  on removing the Viral Mite.
  200 gp
  /u/RustRider
  82
  Hags Whiff
  Inhaled
  It was the usual, "I bet you can't spend a night in that old 
  haunted shack," and B'Zimbaxi never turned down a bet. 
  The moment he entered he was overwhelmed by the 
  bitter smell of decay, mingled with blood's tinny odor. 
  However, he remained and won the 10 gold. It was only 
  once he had grown older that he realized that that was 
  the Lair of a Hag. He spent hours trying to replicate the 
  dizzying effect of the inside of the smell, to no avail. 
  Breakthrough came when he Considered that the smell 
  came from the perversion of beauty. Hags whiff is created 
  by dissolving the flower of a lilac in a mixture of 1 part 
  honey to 2 parts milk. After letting the mixture sit for 4 
  days in the sun, a cup of the blood of a twice dead animal 
  is added and the mixture is brought to a boil. The final 
  ingredient are the spores of the shrieker. The mixture is 
  placed in a barrel and left to sit in the sun for 1 month. 
  Constitution DC: 14 In a single dose the effects of this poison is a 
  -3 to perception and nature rolls, the subject will be impotent for one 
  month, as well as a lingering fascination with corruption. However, in 
  larger doses it can be leave the subject sterilized, induce madness, 
  and in extreme cases move the alignment one space lower on the 
  spectrum.
  225 gp
  /u/CreamyCurtains
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  83
  Astral Density
  Inhaled
  This poison was bottled from the gasses of a falling 
  meteor, as it streaked through the atmosphere and left its 
  celestial trail, a passing merchant happened to have one 
  last empty vial to fill.
  DC18 Constitution save. Roll 1D100 to determine how many 
  seConds the user can hold their breath, the can then unstop the 
  bottle, inhale its Contents, and feel the effects. While inhaled, the PC 
  will have their density increased by 5D10 times, allowing them to 
  break through walls, resist movement or influence, or even exert their 
  own gravitational field. 
  Found as a 
  subject of 
  worship in a 
  small citadel 
  carved into the 
  side of the 
  valley where the 
  meteor fell, the 
  awe inspiring 
  swirling 
  Contents of the 
  vial has 
  garnered much 
  attention, its 
  worshippers 
  may not let it go 
  without a fight. 
  DMDaveM
  84
  Thieves' Bane
  Contact
  This poison is a well-known secret between nobles of 
  towns and cities to stop criminals from stealing valuables. 
  The poison is cheap to make but is not very potent, it is 
  therefore, in high supply and not used by nobles of the 
  utmost wealth. It is mass made with a small vial of basilisk 
  saliva, a vial of basilisk saliva would be able to make 
  enough poison to cover about 10-20 small items
  DC15 Dexterity save. Roll 1d6 to determine how many hours the 
  victim has disadvantage on Dexterity saves and checks. The 
  sensation should be when most potent- be described as completely 
  numb in the arm you attempted to grab the item that the poison was 
  covered in with, and as the effect is about to end the person should 
  be able to feel their arm but just barely with pins and needles. 
  80 G for 15 
  small items 
  worth of it. 
  However the 
  person MUST be 
  in a circle of 
  noblemen in 
  order to buy it
  MrFillywonk
  85
  Mako's Spores
  Contact
  The poison, first documented by Mako Vrothgrin, a Half-
  Orc traveller, can be found on an underground genus of 
  mushroom. The fungus is turquoise/gray in color, and can 
  be spotted by its greenish glow.
  Any body parts that make Contact with the mushroom, or poison 
  made from the mushroom, are smeared with the green, fluorescent 
  "jelly" that coats the mushroom and quickly seeps into the skin. For 
  the next 1d6 hours, the body part glows a green that acts as a dim 
  light with a radius of five feet around the individual. DC13 
  Constitution Save. On a save, the victim shrugs off the effects of the 
  mushroom/poison (Except for the glow). On a failure, the victim takes 
  2d6 poison damage.
  10 GP per 1 
  small bottle of 
  the poison.
  /u/Sevastopol_Stati
  on
  86
  Cockatrice 
  Venom
  Injury
  The venom of the Cockatrice is infamous for it's petrifying 
  effect. When harvested from a special gland in a dead 
  Cockatrice's throat, this can make for a debilitating poison 
  that puts those affected by it into a near coma. It is 
  applied to the tips of piercing weapons, most commonly 
  the darts of a blowgun. 
  DC 16 Constitution Saving Throw. On a success the targets 
  movement speed is halved for 1d4-1 days. On a fail, the target falls 
  unConscious for 1d4-1 hours. On a fail by more than 5, the target is 
  petrified for 1d6 days. On a critical failure, the target is petrified 
  indefinitely until a remove curse spell is used.
  Cannot be sold, 
  only traded by a 
  Zhentarim 
  assassins 
  residing in 
  Baldur's Gate.
  Anonymous
  87
  Puku Powder
  Inhaled 
  Ingested
  Made from the mildly poisonous Puku Plant, an 
  uncommon pinkish, bitter, oblong fruit found in jungles. 
  The unprocessed fruit has few effects, but carefully sun 
  drying the plant and crushing it into a fine powder makes 
  it potent. In this powdered form it is most often snorted for 
  a short high, but can also be mixed into drinks.
  DC 15 Constitution saving throw. Failure causes hallucinogenic 
  effects, often described as fiery demons or similar monstrosities for 
  1d4 hours, followed by a hangover. A success causes the target to 
  see friendly fairies or sprites and have a pleasant high for 1d4 hours.
  25 GP
  Jimmeh1337
  88
  The Last Light
  Ingested
  The mixture of bile of a man bit by werewolf,before their 
  first transformation and wolfsbane seems like it may keep 
  lycans at bay. However, if left to age in a charred oaken 
  barrel for more than 6 months, it becomes quite lethal, as 
  Sir Grumwahld of Durask came to find out after he is wife 
  was bitten by a werewolf one summer evening. 
  DC 18 One week after ingesting a single dose the victim will fall 
  unConscious and exhibit symptoms that closely resemble death. The 
  symptoms last 2 weeks, unless the victim succeeds at a DC 18 
  Constitution Saving Throw. The saving throw can be made once 
  every 24 hours. Upon awakening, the victim is permanently blinded 
  by sunlight.
  Not commonly 
  sold in shops, 
  though scrolls 
  with the recipe 
  can be found in 
  novelty shops 
  for around 
  100GP
  /u/vinnymackattack
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  89
  Creeping 
  Rimefrost
  Injury
  This poison is distilled from permafrost grown under the 
  influence of primordial ice. Discovered by druids, it was 
  utilized by monster hunters initially to disable otherwise 
  sturdy quarry. So far, only other planar entities seem to 
  remain immune, others seem to be easily infected.
  The initial infection occurs 1d6 hours after infection. Creatures 
  infected are vulnerable to cold damage. Afterward, the character 
  must make a DC 16 Constitution saving throw each day. On a failure, 
  they gain a level of exhaustion. On a success, reduce a level of 
  exhaustion gained by this poison by one. This poison cannot be 
  cured by endurance, at best, you can minimize its effects. To cure 
  from this poison, you must be treated with a steady dose of firecorns 
  for 7 days to remove the effects.
  Estimated value 
  ranges at 75 to 
  100 gp, though 
  it is not 
  commonly for 
  sale
  /u/zetesofos
  90
  Vokrand's 
  Brand
  Ingested
  A poisonous mead, once Concocted by the Pirate Slaver 
  Vokrand Shatterbrand. This mead, whilst delicious to the 
  taste, freezes it's victim from within. Vokrand often used 
  this whilst discussing prices over ale, making it the perfect 
  poison to kill an unsuspecting guest
  DC 16 Constitution save, upon failing the target is restrained for 2d4 
  minutes before taking 2d8 cold damage and their movement is 
  halved, then becoming vulnerable to further cold damage. On a 
  success, the target is not restrained, but their movement is halved, 
  and is vulnerable to cold damage
  A large stash 
  may be found in 
  a sunken ship, 
  frozen inside a 
  chest. Individual 
  bottles may be 
  found in black 
  markets, selling 
  for 20GP for a 
  small bottle, 
  enough for 4 
  doses
  /u/unhygenicchipm
  unk
  91
  Oil of Division
  Contact
  This poison is created from a misbrewed Oil of 
  Etherealness, in which the fog captured from the Ethereal 
  Plane to make the oil is captured too close to an Ethereal 
  Curtain and then not allowed enough time to ferment.
  Within 1d10 minutes of applying the Oil as one might apply an Oil of 
  Etherealness, the subject must make a DC 16 CON save. On a 
  failure, their skin is moved into the Ethereal Plane while the rest of 
  them is left on whatever plane they were on before. On a success, 
  they take 5d12 force damage as their skin tries and fails to move into 
  the Ethereal Plane.
  This could be 
  unwittingly 
  labelled and 
  sold for the 
  same price as 
  Oil of 
  Etherealness, 
  but if sold for 
  what it is, sells 
  for about 750-
  1000 GP.
  AJR
  92
  Imogen's Silver
  Injury, 
  Contact or 
  Ingested
  A potent blend of Belladonna Oil, Silver Dust and 
  Powdered Pearl is heated over a brazier and blessed to 
  create this glittering infusion. First devised by Saint 
  Imogen the Redeemer, as far as religious texts can attest, 
  this substance was created in order to break the curse of 
  Lycanthropy. Use of the substance is risky as the 
  ingredients, while empowered to aid in the breaking of 
  curses, are highly toxic and can result in death if the user 
  is careless.
  The DC is equal to the Spell DC of the creature who blessed the 
  infusion.      Injured: On a failed Con save, 1d6 Poison Damage + 
  2d6 Radiant Damage if the victim is a Shapeshifter.and a 
  Lycanthrope regains their senses for 1 Minute.                      Contact: 
  On a failed Dex save, if the victim is a Shapeshifter it reverts to its 
  true form for 1 minute.                                                                                             
  Ingested: On a failed Con save, the victim takes 2d6 Poison Damage 
  at the start of it turns for 1 minute. On a success, the victim takes half 
  the Poison Damage and may re attempt a saving throw against a 
  curse affecting them. The victim may only attempt a save against a 
  curse this way once a month.
  10 GP for 
  enough to coat 
  1 weapon, 3 
  pieces of 
  ammunition, 
  splash on a 
  creature or 
  drink.
  Eggs_Maledict
  93
  Pollen of the 
  Lunatic
  Inhaled
  This poison is created around the pollen from a Insanity 
  Daisy. By itself the pollen can briefly induce light episodes 
  of hysteria and sensory deprivation. Because the effects 
  of the pollen are rather short, it is mixed with other 
  poisons like hallucinogens and narcotics, to extend and 
  intensify the effect. The final product, Pollen of the 
  Lunatic, is able to bring most living beings to insanity 
  when inhaled.
  Poison lasts for 1d6 Hours. DC 17 Constitution saving throw. On 
  failure, at the start of each of their turns, they must make a DC 18 
  Wisdom saving throw. On failure, they take 1d4 Psychic damage, in 
  addition to the following occurring depending on the number of failed 
  Wisdom saving throws up to this point: 1) They become shaken. 2-3) 
  One primary sense (sight, taste, touch, hearing, smell) is removed. 4) 
  They become panicked as well as losing any remaining primary 
  senses. 5) Afflicted target enters a coma for the remaining duration 
  of the poison. Every successful Wisdom saving throw reduces the 
  failure count and removes the associated effect. The poison can not 
  be cured, and must go through the entire duration. Outside of 
  combat, make the Saving throw every 5 minutes.
  1000 GP
  /u/RustRider
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  94
  Diharaya
  Ingested
  This poison was created by mixing oil of taggit with some 
  Id moss and topping it off with a bit of blue whinnis. This 
  Concoction was made by a jealous old baker named 
  Simone Tiddlewinkle. He created this mixture with the 
  sole purpose of keeping his competitors busy during the 
  pie baking Contest.
  After 1d4 hours of ingestion the target must make a DC 15 
  Constitution saving throw. Upon failure the the target has 
  unControllable bowel movement issues. The target is incapacitated 
  for a number 1d12 minutes per hour. The target must make a 
  recurring Constitution check every hour or Continue to suffer the 
  effects of explosive mud slide style bowel movements.
  200 GP
  www.critacademy.
  com  
  95
  Ghast's Breath
  Inhaled
  The more deadly version of ghouls, a ghast exists to 
  Consume and spread its nefarious designs. For the 
  darkest of necromancers, these creatures offer a treasure 
  trove of resources, not the least of which being their 
  notoriously toxic breath which can be harvested and, 
  depending on the harvesters alignment, be put to either 
  beneficial or horrific effect.
  A creature subjected to this poison must succeed on a DC 15 
  Constitution saving throw, taking 3 (1d6) necrotic damage on a failed 
  save. The creature must repeat the saving throw every 24 hours, 
  taking 3 (1d6) necrotic damage on a failed save. Until this poison 
  ends, the creature breathes a toxic breath, forcing all creatures that 
  start their turn within 5 ft. of the creature to succeed on a DC 10 
  Constitution saving throw or be Poisoned until the start of its next 
  turn. 
  1,200 GP
  Jesse B.
  96
  Thief's 
  Revenge
  Ingested
  It is one of the most popular suicide poisons. It is often 
  used by spies who cannot afford getting caught. In order 
  to make this poison, one must put together a pinch of 
  onyx, as well as a dash of chestnut, caustic slime ooze 
  and dragon's flame. The final step in the creation process 
  is also the most important: piece of skin from the afflicted. 
  The piece must be about 5x5 cm and must be dissolved 
  in the potion.
  Once ingested, the poisoned must make a DC 5 Constitution saving 
  throw, which they may choose to fail. If the saving throw is not failed, 
  nothing happens. If it is, the poisoned dies instantly by internal 
  bleeding. After death, the poison quickly dissolves the body from the 
  inside out, over the course of about five minutes. After those five 
  minutes, the corpse violently explodes, dealing 5d10 force damage 
  to creatures within 30 meters of it. One may take half damage if he or 
  she succeeds a DC 15 Dexterity saving throw. Any structures within 
  the area are badly damaged and the body is destroyed. The soul of 
  the victim is scattered by this poison, requiring nothing less than a 
  Wish spell to even bring it back.
  200 GP for 
  about 5 ml of 
  the potent 
  substance. 
  However, it 
  cannot be easily 
  acquired. It is 
  easiest to get 
  from the local 
  governing body, 
  as it is often 
  used there.
  Hidrog
  97
  Pink Goo
  Injury
  Created by mixing minotaur milk, a drop of dragon blood 
  and the yolk from an electric lizard's egg, and then letting 
  the mixture sit for at least a year. Smells terrible. Once it 
  is inside someone's body it quickly spreads, creating a 
  uniquely horrible sensation, although not a painful one.
  DC 19 wisdom save, on success causes disadvantage on all checks 
  until the character's next round. On fail causes the target to take 2d6 
  poison damage and prevents them from doing anything beyond 
  movement. The effect Continues until the target manages to succeed 
  a saving throw, or until 5 rounds have passed.
  230 GP
  moskonia
  98
  Guilt
  Any - comes 
  in many 
  forms 
  Roll another poison. This batch of Guilt is 
  indistinguishable from the specified poison. Made by 
  treating the specified poison with a purifying anti venom 
  from the Feywild. The powder that makes Guilt was the 
  brainchild of a Sprite named Gillywug the Gleeful as a 
  prank.
  Guilt mimics the effects of the specified poison, but requires a DC 14 
  Con save instead. Any damage dealt on a fail is psychic, and the 
  target's physical body otherwise suffers no ill effects (though it may 
  perceive otherwise). On a success, the poison has no effect.
  Cannot be 
  bought. Must be 
  procured or 
  produced in the 
  Feywild, 
  commonly in 
  exchange for a 
  deal with the 
  seller, the terms 
  of which vary.
  /u/TheOtherGuy52
  99
  Sleeping Sand
  Ingested
  Inhaled
  A powder distilled from dried Ankheg venom. Commonly 
  used in desert regions as its appearance is similar to 
  grains of sand, hence the name. When small amounts are 
  diluted in a beverage, it has a strong bitter taste and a 
  numbing effect, but is only lethal in more Concentrated 
  doses.
  DC 15 Constitution Save. 2d10 poison damage on a failed save or 
  half as much on a success. Regardless, the target's mouth and 
  throat become numb for 1d6 hours, causing slurred speech. In lower 
  doses, this numbing is the only effect, and is prevented with a 
  successful save.
  50 GP for a 10oz 
  bag. Safe dose 
  is anything less 
  than a pinch.
  /u/TheOtherGuy52
  
   The Great Big Random D100 List of Poisons (D&D5e)
  Number 
  Rolled
  Poison Name
  Poison Type
  Poison History and Ingredients
  Poison Effects
   Price per Dose
  Submitted By
  100
  Poison of 
  Slight Tongue 
  Discomfort 
  Contact
  Used to cause numbness to the tongue, causing brief 
  discomfort and speech impediments. Commonly used by 
  jesters to appease their majesty. Originally created by a 
  mad food tester in a royal court, due to him hating the 
  royalties diet and the chef's recipes. Requires the blood of 
  a boar, root of tamarinds, and the saliva of a sleeping 
  goblin. 
  I used this http://www.traykon.
  com/pdf/HerbEncounterList.pdf  
  After first Contact, roll a DC 12 Con save. Can only be rolled once 
  every 24 hours, after 3 days the effects are permanent. Effects: first 
  Contact, minor numbed tongue and swelling. SeCond day, tongue 
  turns purple as swelling Continues, loses all taste and character 
  must only speak as if their tongue has been effected. Third day, full 
  blown swelling, tongue will not swell any more but instead act as if a 
  inflated balloon is in your mouth. Characters tastebuds have been 
  ravished with almost no hope of tasting again (roll a DC 15 INT save 
  after eating to taste temporarily, just for the meal. Fourth day, effects 
  are permanent, (with DM's discretion.)
  Price 150 GP, 
  unless you go to 
  a jester, and 
  Convince him of 
  your prank.
  Tsaiki
  Other 
  Submissio
  n
  Loviatar's Folly
  Ingested
  Loviatar's Folly is a carefully guarded recipe reserved for 
  the greatest of Loviatar's enemies and for those that truly 
  desire seeing their enemy suffer. Loviatar's Folly is made 
  from the secretions of carrion crawler tentacles, the heart 
  of a flame snake and the animating spores of a myConid 
  sovereign suspended in a syrupy alchemical solution.
  Despite its horrific components, it has a sticky sweet syrupy 
  composition that can be hard to detect when administered in sweet 
  mead, honey or winter wine. Those that ingest this poison suffer no ill 
  effects other than a tingly sensation on the tongue with a earthy 
  sweet aftertaste. 1d4 minutes later they become paralyzed (1 minute 
  duration) with a failed DC 13 CON save, beginning to sweat as their 
  temperature rises. The victim may repeat the saving throw at the end 
  of each of its turns to end the paralysis effect. At the same moment 
  the paralysis sets in, they feel an intense and excruciating burning 
  sensation that causes 1d8 fire damage to them and anyone that 
  comes within 5'. The victim may make a DC 17 CON save at the end 
  of each round to end the effect, but if the victim fails to save after 3 
  rounds, it explodes in a 20' radius 6d8 fireball centered on itself. (No 
  save for half damage) All that drop below 0 HP from the damaging 
  fireball are then animated as zombies attacking the nearest creature 
  within their line of sight. 
  This poison is 
  extremely rare 
  and its recipe a 
  well guarded 
  secret. A single 
  dose of this 
  ingested poison 
  costs no less 
  than 2,000gp if 
  the seeker is 
  lucky enough to 
  find it.
  G Wolfe
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Auricans Lair/The Great Big Random d100 Table of Poisons.pdf