User:Xandar/Complete Alchemy/Converted Venom

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Converted Venom[edit]

As Venom is a classification for a toxin taken in through a wound, creatures that previously had a "Poisonous" Attack of some sort, whether it be a bite, barb, or some other delivery method, are now considered to have a Venomous Bite. It's largely a superficial change, altering the name in particular, but the exact nature of the different creature's venom is now different as well. This chapter covers a method by which you can convert nearly any venom established into this system and have it operate well enough. For convenience there will also be a large list of Venom's from Monster Manual's 1-5 listed that you can reference instead of needing to convert yourself.

Venom Adaption Formula[edit]

With formula's to determine manufactured poisons, venom, and toxins, there's always the question of how you adapt the natural venom of creatures. In any stat block where an animal or magical beast has a Poisonous (now Venomous) attack, use the following information to determine the new properties; Duration, Damage per round, and any additional effects such as attribute damage. Double the largest damage die between the primary and secondary damage and then divide by Four, this serves as the duration of the poison.

2*(Largest Damage Die)/4 = Venom Duration

The 'Largest Damage Die' in this equation is represented by the poison you're converting, if it can do d6 Strength Damage, then use 6, if it can do d8 Dexterity damage, use 8. If it does multiple dice worth of damage, this holds no bearing, and is based solely on the largest die. If the Venom doesn't do damage, such as in the case of Drow Venom, Homunculus venom, pseudodragon Venom, etc, then the factors are determined with the following formula.

2*(Largest Die) = Incubation Time

Incubation time is a variation, as these examples of venom don't perform their effects over a course of time, instead they have a duration of time before a non-damaging effect will kick in, such as paralysis, sleep, etc. In examples where it doesn't specify a Die, but does specify a period of time, simply use that instead. Duration of these non-damaging effects is rolled as normal, if it says to roll 2d4 for how long a victim is asleep, roll 2d4 for the period of time that the victim is asleep. Effects such as this that induce sleep, paralysis, unconsciousness, etc, entitle the victim to a Second save at the end of the incubation similar to Vanilla Poison rules.

The maximum damage per turn that a venom will deal is determined by the maximum attribute damage the original poison is capable of. This is compounded, meaning that if the poison does different types of Attribute damage, it is all totaled for the conversion, these two factors together determine a very rough version of the Adapted Venom. Total the maximum damage to all attributes the poison is capable of, and divide by two.

Max Attribute Damage/2 = Damage per Round

Venom has some nasty effects on the body, and this is shown by the amount of damage they do over the course of their duration, as well as a tad bit of Attribute damage. Attribute damage is determined by the Initial and Secondary damage types they have. For each 1 Dice of damage it would do to an attribute, it deals 1 damage to said attribute instead of rolling for it. Examples below.

Black Adder Venom normally deals 1d6 Constitution as both primary and secondary damage. Between the primary and secondary damage is Two Dice worth of damage, thus it deals 2 constitution damage over its duration.
Wyvern Venom normally deals 2d6 Constitution damage as both primary and secondary damage. Between the primary and secondary damage is Four dice worth of damage, thus it deals 4 constitution damage over its duration.

What does 'Over its duration' mean you may be wondering, straightforwardly enough this means that Attribute damage is dealt progressively instead of a resulting penalty after the duration is up. Progressive damage is handled by Dividing the Duration by the Attribute Damage, the resulting number is a set of rounds to work with, after each instance or set of rounds, 1 damage is dealt to the attribute in question.

Duration/Attribute Damage = Attribute Damage Instances

Examples:

Black Adder Venom: 6 Round Duration, 2 Con Damage. 6/2 = 3, every 3 rounds, 1 Con Damage is induced until they have taken a total of 2 Con Damage.
Wyvern Venom: 12 Round Duration, 4 Con Damage. 12/4 = 3, every 3 rounds 1 Con Damage is induced until the target has taken a total of 4 Con Damage.

The reason that the attribute damage is dealt progressively is to give incentive towards the use of Antitoxins, stronger Antitoxins that can immediately end the effects of a venom are valuable as they not only prevent the Attribute damage, but also the damage per round that toxins do. Incubation operates somewhat similarly to Duration when interacting with Antitoxins, where in a Damage/Round venom or poison an Antitoxin will cut off a certain amount of rounds from the duration based on the Antitoxin in question's potency, an Incubation shouldn't be shortened, instead the resulting effect is impacted by the Antitoxin. If an Antitoxin elixir is used for example, it will negate all of the effects, lesser antitoxins will reduce the effects by a proportionate amount, but this requires a little bit of math to determine the precise factors.

Venom DC is a tricky one to determine, some have perfectly serviceable DC's, but a basic formula to adapt with is similar to calculating Poison DC in the other chapters.

10 + (+1 Or CR of the Creature with Venom) + (+1 per 2 Damage/Round) + (1 per 2 Attribute Damage) = Venom Save DC If the venom uses nonlethal factors, such as Homunculus and Drow Venom, replace the Damage/Round and Attribute, use the Max Duration of the Effect/2 instead. This number cannot exceed the CR of the contributing creature, this is to prevent relatively low level creatures from having extraordinarily high Save DC's on their venom. Example:

Naga Venom normally has a DC of 16, if the save is failed, the subject falls asleep for 2d4 Minutes.
Revised Naga Venom has a DC of 10+CR of a Dark Naga (8) + Half the Max Sleep Duration of 8 Minutes, 4. DC vs the Naga Venom is 22.

It's a bizarre method, but it bases the difficulty of the save off the effects of the venom itself, making more dangerous venom more difficult to save against, and weaker venom easier to save against.

Monster Manual 1 Venom[edit]

A list of the Poisons that I found in Monster Manual 1 and converted for your convenience.

Name DC Duration/Incubation Damage/Round Attribute Damage Secondary Damage
Black Adder Venom DC14 6 Rounds 6 Damage/Round 2 Con Damage None
Wyvern Venom DC16 6 Rounds 6 Damage/Round 4 Con Damage None
Giant Wasp Venom DC18 6 Rounds 6 Damage/Round 2 Dex Damage None
Purple Worm Venom DC27 6 Rounds 9 Damage/Round 3 Strength Damage None
Aranea Venom DC19 6 Rounds 9 Damage/Round 3 Strength Damage None
Couatl Venom DC29 4 Rounds 12 Damage/Round 6 Strength Damage None
Bebilith Venom DC25 6 Rounds 9 Damage/Round 3 Con Damage None
Drider Venom DC21 6 Rounds 6 Damage/Round 2 Strength Damage None
Ettercap Venom DC18 6 Rounds 9 Damage/Round 3 Strength Damage None
Violet Fungus DC15 8 Rounds 4 Damage/Round 1 Strength, 1 Constitution Damage None
Homunculus Venom DC12 6 Rounds 0 Damage/Round 0 Damage Sleep 5d6 Minutes
Medusa Venom DC22 6 Rounds 9 Damage/Round 3 Strength Damage None
Naga Venom DC22 16 Rounds 0 Damage/Round 0 Damage Sleep for 2d4 Minutes
Guardian Naga Venom DC26 10 Rounds 10 Damage/Round 2 Constitution Damage None
Spirit Naga Venom DC26 10 Rounds 10 Damage/Round 2 Damage None
Phase Spider Venom DC20 8 Rounds 8 Damage/Round 2 Damage None
Pseudodragon Venom DC12 6 Rounds 0 Damage/Round 0 Damage 1d3 Hour Sleep
Spider Eater Venom DC20 8 Rounds 0 Damage/Round 0 Damage 1d8+5 Week Paralysis
Centipede Swarm Venom DC17 4 Rounds 4 Damage/Round 2 Dexterity Damage None
Hellwasp Swarm Venom DC24 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Giant Bee Venom DC14 4 Rounds 4 Damage/Round 2 Constitution Damage None
Tiny Viper Venom DC12 1 Rounds 1 Damage/Round 2 Constitution Damage None
Small Viper Venom DC13 2 Rounds 2 Damage/Round 2 Constitution Damage None
Medium Viper Venom DC13 3 Rounds 3 Damage/Round 2 Constitution Damage None
Large Viper Venom DC15 4 Rounds 4 Damage/Round 2 Constitution Damage None
Huge Viper Venom DC17 6 Rounds 6 Damage/Round 2 Constitution Damage None
Tiny Centipede Venom DC12 1 Rounds 1 Damage/Round 2 Dexterity Damage None
Small Centipede DC13 2 Rounds 2 Damage/Round 2 Dexterity Damage None
Medium Centipede Venom DC13 3 Rounds 3 Damage/Round 2 Dexterity Damage None
Large Centipede Venom DC14 4 Rounds 4 Damage/Round 2 Dexterity Damage None
Huge Centipede Venom DC16 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Gargantuan Centipede Venom DC21 8 Rounds 8 Damage/Round 2 Dexterity Damage None
Colossal Centipede Venom DC27 6 Rounds 12 Damage/Round 4 Dexterity Damage None
Tiny Scorpion Venom DC12 1 Rounds 1 Damage/Round 2 Constitution Damage None
Small Scorpion Venom DC13 2 Rounds 2 Damage/Round 2 Constitution Damage None
Medium Scorpion Venom DC13 3 Rounds 3 Damage/Round 2 Constitution Damage None
Large Scorpion Venom DC16 4 Rounds 4 Damage/Round 2 Constitution Damage None
Huge Scorpion Venom DC21 6 Rounds 6 Damage/Round 2 Constitution Damage None
Gargantuan Scorpion Venom DC25 8 Rounds 8 Damage/Round 2 Constitution Damage None
Colossal Scorpion Venom DC28 10 Rounds 10 Damage/Round 2 Constitution Damage None
Tiny Spider Venom DC13 2 Rounds 2 Damage/Round 2 Strength Damage None
Small Spider Venom DC13 3 Rounds 3 Damage/Round 2 Strength Damage None
Medium Spider Venom DC14 4 Rounds 4 Damage/Round 2 Strength Damage None
Large Spider Venom DC16 6 Rounds 6 Damage/Round 2 Strength Damage None
Huge Spider Venom DC20 8 Rounds 8 Damage/Round 2 Strength Damage None
Gargantuan Spider Venom DC26 6 Rounds 12 Damage/Round 4 Strength Damage None
Colossal Spider Venom DC31 8 Rounds 16 Damage/Round 4 Strength Damage None

Monster Manual 2 Venom[edit]

A list of the poisons I found in the Monster Manual 2 and converted for your convenience.

Name DC Duration/Incubation Damage/Round Attribute Damage Secondary Damage
Bogun Venom DC15 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Bone Naga Venom DC24 4 Rounds 4 Damage/Round 2 Strength Damage None
Abyssal Ravager Venom DC23 6 Rounds 12 Damage/Round 4 Strength Damage None
Advespa Venom DC16 4 Rounds 4 Damage/Round 2 Strength Damage None
Dire Toad DC18 6 Rounds 6 Damage/Round 2 Constitution Damage None
Dire Snake DC20 6 Rounds 6 Damage/Round 2 Constitution Damage None
Immoth Venom DC27 6 Rounds 0 Damage/Round 0 Damage 1d6+2 Round Paralysis
Legendary Snake Venom DC23 8 Rounds 8 Damage/Round 2 Constitution Damage None
Megapede Venom DC41 6 Rounds 16 Damage/Round 4 Constitution, 2 Dexterity Damage None
Neogi Venom DC13+CR 4 Rounds 4 Damage/Round 2 Wisdom Damage None
Wortling Venom DC16 10 Rounds 0 Damage/Round 0 Damage Sleep for 1d10 Minutes
Thri-Kreen Venom DC17 6 Rounds 0 Damage/Round 0 Damage Paralysis for 2d6 Minutes
Twig Blight Venom DC11 1 Rounds 1 Damage/Round 1 Strength Damage None
Arcanaloth Venom DC11 1 Rounds 1 Damage/Round 1 Strength Damage None
Scorpionfolk Venom DC20 4 Rounds 4 Damage/Round 2 Dexterity Damage None
  • Titanic Creatures are covered in this book as well, but its a case by case basis.

Monster Manual 3 Venom[edit]

While it's titled as a venom conversion, there are a few Poisons that have different delivery methods and I figured it'd be worth converting them as well for convenience sake.

Name DC Duration/Incubation Damage/Round Attribute Damage Secondary Damage
Ambush Drake Venom DC19 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Astral Stalker Venom DC26 4 Rounds 0 Damage/Round 0 Damage 1d4 Round Paralysis
Fleshraker Venom DC16 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Swindlespitter Poison Contact DC12 4 Rounds 2 Damage/Round 1 Constitution Damage 2d4 Round Blindness
Dread Blossom Poison Inhale DC21 10 Rounds 0 Damage/Round 0 Damage 10 round Paralysis
Web Golem Venom DC21 6 Rounds 6 Damage/Round 2 Constitution Damage None
Harpoon Spider Venom DC19 6 Rounds 9 Damage/Round 3 Dexterity Damage None
Dread Harpoon Spider Venom DC27 6 Rounds 12 Damage/Round 4 Dexterity Damage None
Prismatic Roper Venom DC21 6 Rounds 3 Damage/Round 0 Damage Paralysis for 3 Rounds
Ssvaklor Venom DC24 4 Rounds 4 Damage/Round 0 Damage Paralysis for 4 Rounds
Greater Ssvaklor Venom DC35 6 Rounds 6 Damage/Round 1 Constitution Damage Paralysis for 4 Rounds
Stonesinger Venom DC20 4 Rounds 4 Damage/Round 2 Dexterity Damage Petrifies if HP Hits 0*
Vermin Lord Venom DC32 8 Rounds 8 Damage/Round 2 Constitution Damage None
  • If the venom itself reduces your HP to 0, you're petrified, if your HP reaches 0 while under the effects of the venom, you're petrified.

Monster Manual 4 Venom[edit]

As an extra note as this is part of the Alchemy Revision, MM4 Stocks enemies with Potions that no longer exist. Changing all of these would take an extreme amount of time, while I could do this, i think it benefits better from DM choice with any of the available potions in the revision.

Name DC Duration/Incubation Damage/Round Attribute Damage Secondary Damage
Howler Wasp Venom DC15 6 Rounds 6 Damage/Round 2 Dexterity Damage None
Howler Wasp Queen Venom DC20 8 Rounds 8 Damage/Round 2 Dexterity Damage None
Inferno Spider Venom DC24 6 Rounds 12 Fire Damage/Round 0 Damage None
Lolth Touched Spider Venom DC17 6 Rounds 6 Damage/Round 2 Strength Damage None
Nagatha DC20 4 Rounds 8 Damage/Round 4 Wisdom Damage None
Sailsnake Poison Contact DC12 4 Rounds 0 Damage/Round 0 Damage Blinds for 1d4 Rounds
Tomb Spider Venom DC18 4 Rounds 4 Damage/Round 0 Damage Heal from Negative energy, Damage by Positive
Tomb Spider Broodswarm Venom DC14 4 Rounds 4 Damage/Round 0 Damage As above
Halfblood Yuan-Ti Venom DC20 6 Rounds 6 Damage/Round 2 Constitution Damage None
Yuan-Ti Cult Leader Venom DC23 6 Rounds 6 Damage/Round 2 Constitution Damage None

Monster Manual 5 Venom[edit]

Name DC Duration/Incubation Damage/Round Attribute Damage Secondary Damage
Vivesector Venom DC18 6 Rounds 6 Damage/Round 2 Strength Damage None