Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Templates‎ > ‎

Poisonous Creature (CR +1)

Born to parents who were exposed to multiple toxins or inflicted upon creatures as a curse or through magical effects, a poisonous creature resembles a normal member of its race, but its body is surrounded by an invisible cloud of toxin. Often angry and resentful beings, many poisonous creatures yearn for revenge against those who are too weak to bear their presence. Some are proud of their poisonous natures and despise creatures that lack immunity to their toxic bodies.

Creating a Poisonous Creature

Poisonous” is an acquired or inherited template that can be applied to any living, corporeal creature (referred to hereafter as the base creature). A poisonous creature uses all of the base creature's statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Alignment: Any evil.

Senses: A poisonous creature gains the following special senses.

Detect Anti-Poison (Su)

As detect poison, but detects alchemical items, magic effects, and magic items within 30 feet that neutralize or delay poisons. Also determines whether a creature in the same range is naturally immune or resistant to poisons.

Detect Poison (Su)

As spell detect poison, but has a fixed range of 30 ft.

Aura: A poisonous creature gains the following.

Poisonous Cloud (Ex)

A poisonous creature is constantly surrounded by an invisible cloud of poisonous gas. The inhaled poison affects any creature that breathes the air or water within 10 feet of the poisonous creature.

Poison Cloudtype inhaled; save Fortitude; frequency 1/round for 6 rounds; effect 1d3 Str plus sickened for 1 hour; cure 2 saves. A successful save reduces the sickened condition to 1 minute. The save DC is Constitution-based.

Defensive Abilities: A poisonous creature gains immunity to poison and the following:

Toxic Flesh (Ex)

The poisonous creature's flesh exudes a contact poison. Each time a poisonous creature makes physical contact with another creature, it delivers its toxin. This contact poison loses its effectiveness when removed from the poisonous creature, so i t is not effective when placed upon objects. In addition, any creature that eats a poisonous creature's flesh or swallows it whole is affected by the poison as if it had touched the poisonous creature.

Toxin: Poison—type contact or ingested; save Fortitude; frequency 1/round for 6 rounds; effect 1d2 Dex and nauseated; cure 2 consecutive saves. If the flesh is ingested, change the frequency to 1/minute for 6 minutes with an onset of 1 minute. The save DC is Constitution-based.

Attacks: Each of the poisonous creature's natural attacks that cause slashing or piercing damage delivers its toxin (see Toxic Flesh) and its venom. Bludgeoning natural attacks just inflict its toxin.

Venom (Ex)

Poisontype injury; save Fortitude; frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.

Special Attacks: The poisonous creature retains all the base creature's special attacks and gains those described here.

Poisonous Breath (Ex)

Once every 1d4 rounds, a poisonous creature can spew forth a disorienting spray of contact poison in a 60-ft. cone as a standard action. Each creature in the area must succeed on a Reflex save to avoid contact with the spray. The save DC is Constitution-based.

Poison Breathtype contact; save Fortitude; onset 1 minute; frequency 1/round for 6 rounds; effect 1d4 Int, 1d4 Wis damage and confusion; cure 1 save. A successful save halves the ability damage and negates the confusion effect. The save DC is Constitution-based.

Abilities: Con +4.

Special Qualities: A poisonous creature gains the following.

Poison Item (Ex)

As a swift action, a poisonous creature can poison any manufactured weapon or object (including magical objects) with a single dose of poison using its own saliva, sweat or blood. The poison imparted is identical to the venom inflicted with the poisonous creature's natural attacks.

Virulent Poisons (Ex)

A poisonous creature's poisons, toxins and venoms are particularly strong against efforts to cure them. The DC for Heal checks to treat poison increases by 5. Spells that affect poisons, such as delay poison and neutralize poison, require two consecutive castings of the spell to be effective against a poisonous creature's poisons.