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The Galaxy's Guide to Toxins
The Mandalorian Codex | GM Binder
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Part 1 | Introduction
The Galaxy's Guide to Poisons and How to Make Them! The galaxy is full of many dangerous chemicals and substances. The *Guide* will teach you how to identify them and their varying effects, to learn how to use them on your travels throughout the galaxy, to discover their secrets, and to make your own potent poisons. ## Foreword The galaxy is full of many dangerous chemicals and substances. The Guide will teach you how to identify them and their varying effects, to learn how to use them on your travels throughout the galaxy, to discover their secrets, and to make your own potent poisons from the varying toxins scattered across the Galaxy. The first part of *The Guide* will provide information on street poisons that can be purchased from underworld black-market dealers. Some can be purchased at homestead or farming outposts, but many of the more potent concoctions will require a more discreet type of marketplace. Be aware that not every dealer will have every kind of poison that is covered in this book. Prices may vary based on the dealer or the location, but the *Guide* will provide you with a *GSRP* (Guide Suggested Retail Price) for each poison. The *GSRP* is the "fair" price asked by almost all *The Guide's* contacts in the black markets of Coruscant and Nar Shaddaa. The second part of the book will cover the manufacture of these poisons from their various toxic chemicals. The book will cover how you can learn how to make these potent poisons for yourself. You may find that your personally crafted poisons will be much higher quality than the mass produced ones you can buy at markets. You may find yourself becoming a skilled subtle assassin, a shady dealer of your own, or an infamous caustic artisan of the underworld. The choice will be up to you how you use the information covered in The Guide. ## Street Poisons There are thousands of poisons mass manufactured and batch brewed across the galaxy. Some of them are toxic only to certain species while others are deadly to all. The species affected column will show which poisons will work on which species. This section explains each poison’s effects.
\pagebreak #### Affide Crystals **Adventuring gear** (consumable),
**protoype**
, **Ingested**-Crystalline Neurotoxin-Most Humanoids *GSRP*: 5,000 credits A small crystal often hidden within a spy’s fake tooth since these crystals are dissolvable in liquids. Blocks respiratory function and kills the user quickly in sufficient dosages and potencies. These crystals have a distinct greenish coloring and foam when in contact with any liquid. There are, however, rumors of the foam being used effectively in high-end cuisine as a sort of vegetable foam. If crystals are sprinkled on food or placed in a drink, the person receiving the food or drink will have advantage on their roll to determine if they see that their food has been poisoned (Investigation check DC 21). If placed in a Huttese Hangover or used as a foam on a high cuisine plate that is supposed to have a greenish foam on the plate, the person will not have advantage and the Identify DC will be 21. If ingested, the target must succeed on a DC 18 Constitution save against 3d8. If a creature fails by 3 or more, they instead take 6d8 damage and fall unconscious. Target will remain unconscious until revived by someone with the antidote that can be purchased at a shop or synthesized using a poisoner’s kit or by being shaken awake with an action or hit with at least 1 damage. #### Military-Grade Affide Crystals **Adventuring gear** (consumable),
**advanced**
, **Ingested**-Crystalline Neurotoxin-Most Humanoids *GSRP*: 5,000 credits A small crystal often hidden within a spy’s fake tooth since these crystals are dissolvable in liquids. Blocks respiratory function and kills the user quickly in sufficient dosages and potencies. These crystals have a distinct greenish coloring and foam when in contact with any liquid. There are, however, rumors of the foam being used effectively in high-end cuisine as a sort of vegetable foam. If crystals are sprinkled on food or placed in a drink, the person receiving the food or drink will have advantage on their roll to determine if they see that their food has been poisoned (Investigation check DC 24). If placed in a Huttese Hangover or used as a foam on a high cuisine plate that is supposed to have a greenish foam on the plate, the person will not have advantage and the Identify DC will be 24. If ingested, the target must succeed on a DC 18 Constitution save against 3d8. If a creature fails by 3 or more, they instead take 6d8 damage and fall unconscious. Target will remain unconscious until revived by someone with the antidote that can be purchased at a shop or synthesized using a poisoner’s kit or by being shaken awake with an action or hit with at least 1 damage. #### Bando Gora Neurotoxin **Adventuring gear** (consumable), **unenhanced**, **Ingested**-Dissolvable Pill-Most Humanoids *GSRP*: 250 credits The narcotic Bando Gora can be found on Tatooine, Nar Shaddaa, Coruscant, and practically any other spaceport in the galaxy. Sometimes it's legal; sometimes, it's not. Either way, the effects are the same. Bando Gora puts people who take it into a sleepy, painless stupor. Bando Gora can be used many ways. It can be taken with food (which is usually the medic's recommendation), crushed into a powder, dropped in a drink, or dissolved into a liquid and placed into a syringe. Upon ingestion or injection of this narcotic, a creature must make a Con DC 14 check to avoid falling into a sleepy stupor. They can be shaken awake or awakened by being damaged after 1 minute. Bando Gora has unexpected side effects when combined with alcohol. Its potency is greatly enhanced. If taken with alcohol, the creature must make a Con DC 14 check or suffer the effects for at least 10 minutes. #### Bundar Root Extract **Adventuring gear** (consumable), **unenhanced**, **Ingested**-Liquid Psychoactive Drug-Most Humanoids *GSRP*: 500 credits Extract of the Bundar Root a rare psychoactive root that affected the minds of those who ingested it. Bundar Root Extract causes short-term memory loss and loss of reason. Distilled from the root into a clear brownish liquid, with a subtle earthy smell. Upon exposure to Bundar Root Extract, the exposed person must make a Intelligence saving throw to avoid the effects of the drug (DC 14). Upon failure, the target will lose memory of 1d4 hours. The target will then be at disadvantage on all Intelligence and Wisdom checks until it finishes a long rest. #### Improved Bundar Root Extract **Adventuring gear** (consumable),
**standard**
, **Ingested**-Liquid Psychoactive Drug-Most Humanoids *GSRP*: 1,000 credits Extract of the Bundar Root a rare psychoactive root that affected the minds of those who ingested it. Bundar Root Extract causes short-term memory loss and loss of reason. Distilled from the root into a clear brownish liquid, with a subtle earthy smell. Upon exposure to Bundar Root Extract, the exposed person must make a Intelligence saving throw to avoid the effects of the drug (DC 14). Upon failure, the target will lose memory of 1d6 hours. The target will then make another Intelligence Save at the start of each turn and be at disadvantage on all Intelligence and Wisdom checks until it succeeds on its check. \pagebreak #### Premium Bundar Root Extract **Adventuring gear** (consumable),
**premium**
, **Ingested**-Liquid Psychoactive Drug-Most Humanoids *GSRP*: 2,000 credits Extract of the Bundar Root a rare psychoactive root that affected the minds of those who ingested it. Bundar Root Extract causes short-term memory loss and loss of reason. Distilled from the root into a clear brownish liquid, with a subtle earthy smell. Upon exposure to Bundar Root Extract, the exposed person must make a Intelligence saving throw to avoid the effects of the drug (DC 16). Upon failure, the target will lose memory of 2d4 hours. The target will then make another Intelligence Save at the start of each turn and be at disadvantage on all Intelligence and Wisdom checks until it succeeds on its check. #### Prototype Bundar Root Extract **Adventuring gear** (consumable),
**prototype**
, **Ingested**-Liquid Psychoactive Drug-Most Humanoids *GSRP*: 3,000 credits Extract of the Bundar Root a rare psychoactive root that affected the minds of those who ingested it. Bundar Root Extract causes short-term memory loss and loss of reason. Distilled from the root into a clear brownish liquid, with a subtle earthy smell. Upon exposure to Bundar Root Extract, the exposed person must make a Intelligence saving throw to avoid the effects of the drug (DC 18). Upon failure, the target will lose memory of 2d6 hours. The target will then make another Intelligence Save at the start of each turn and be at disadvantage on all Intelligence and Wisdom checks until it succeeds on its check. \pagebreak #### Advanced Bundar Root Extract **Adventuring gear** (consumable),
**advanced**
, **Highest Craftable Level of Bundar Root Extract** **Ingested**-Liquid Psychoactive Drug-Most Humanoids *GSRP*: 3,000 credits Extract of the Bundar Root a rare psychoactive root that affected the minds of those who ingested it. Bundar Root Extract causes short-term memory loss and loss of reason. Distilled from the root into a clear brownish liquid, with a subtle earthy smell. Upon exposure to Bundar Root Extract, the exposed person must make a Intelligence saving throw to avoid the effects of the drug (DC 20). Upon failure, the target will lose memory of the past 24 hours. The target will then make another Intelligence Save at the start of each turn and be at disadvantage on all Intelligence and Wisdom checks until it succeeds on its check. #### Chall Granules **Adventuring gear** (consumable), **unenhanced**, **Contact**-Powdered Poison-Most Humanoids *GSRP*: 250 credits A favorite of Bib Fortuna, these yellow Chall granules cause their target to temporarily lose their vision. They can be tossed in the eyes of an opponent or ingested to achieve their desired effect. A creature can throw Chall Granules into the eyes of a creature within 5 ft as an action. Upon ingesting Chall granules or being hit in the eyes with the powder, the must target make a Constitution saving throw to avoid the effects of the drug (DC 14). If failed, the target will be blinded for one minute (10 rounds). #### Improved Chall Granules **Adventuring gear** (consumable),
**standard**
, **Contact**-Powdered Poison-Most Humanoids *GSRP*: 500 credits A favorite of Bib Fortuna, these improved yellow Chall granules cause their target to temporarily lose their vision. They can be tossed in the eyes of an opponent or ingested to achieve their desired effect. A creature can throw Chall Granules into the eyes of a creature within 5 ft as an action. Upon ingesting Chall granules or being hit in the eyes with the powder, the must target make a Constitution saving throw to avoid the effects of the drug (DC 14). If failed, the target will be blinded for an hour. #### Premium Chall Granules **Adventuring gear** (consumable),
**premium**
, **Contact**-Powdered Poison-Most Humanoids *GSRP*: 1,000 credits A favorite of Bib Fortuna, these premium yellow Chall granules cause their target to temporarily lose their vision. They can be tossed in the eyes of an opponent or ingested to achieve their desired effect. A creature can throw Chall Granules into the eyes of a creature within 5 ft as an action. Upon ingesting Chall granules or being hit in the eyes with the powder, the must target make a Constitution saving throw to avoid the effects of the drug (DC 16). If failed, the target will be blinded for an hour. #### Protype Chall Granules **Adventuring gear** (consumable),
**prototype**
, **Contact**-Powdered Poison-Most Humanoids *GSRP*: 2,500 credits A favorite of Bib Fortuna, these prototype yellow Chall granules cause their target to temporarily lose their vision. They can be tossed in the eyes of an opponent or ingested to achieve their desired effect. A creature can throw Chall Granules into the eyes of a creature within 10 ft as an action. Upon ingesting Chall granules or being hit in the eyes with the powder, the must target make a Constitution saving throw to avoid the effects of the drug (DC 18). If failed, the target will be blinded for an hour.
\pagebreak #### Refined Charon Venom **Adventuring gear** (consumable),
**premium**
, **Injury**-Neurotoxic Paste-Most Humanoids *GSRP*: 1,750 This refined poison is made from the already potent venom of the Charon. This paste is often applied to weapons. Its thick consistency renders it less effective for use in refreshments. As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw or immediately take 3d8 poison damage and then take 1d4 damage every subsequent round for 4 rounds and be poisoned for 4 rounds. After one round, the creature must make a Wisdom DC 16 saving throw or begin suffering hallucinations. If failed, the creature will be at disadvantage on all attack rolls and Wisdom checks. While suffering the effects, they must make continual Wisdom saves against the hallucinations on each of their turns. If they succeed, the hallucinations end and they return to normal. Once applied, the poison retains potency for 1 minute before drying. #### Concentrated Charon Venom **Adventuring gear** (consumable),
**prototype**
, **Injury**-Neurotoxic Paste-Most Humanoids *GSRP*: 2,500 credits This concentrated poison is refined from the already potent venom of the Charon. This paste is often applied to weapons. Its thick consistency renders it less effective for use in refreshments. As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw or immediately take 4d8 poison damage and then take 2d4 damage every subsequent round for 4 rounds and be poisoned for 4 rounds. After one round, the creature must make a Wisdom DC 18 saving throw or begin suffering hallucinations. If failed, the creature will be at disadvantage on all attack rolls and Wisdom checks. While suffering the effects, they must make continual Wisdom saves against the hallucinations on each of their turns. If they succeed, the hallucinations end and they return to normal. Once applied, the poison retains potency for 1 minute before drying. #### Droid Coolant **Adventuring gear** (consumable), **unenhanced** **Injury**-Blue Fluid that is hematotoxic to some Near-Human Species like Chiss, Pau'an, Sullustans, Utai, and Zelosi (Zeltrons are immune) *GSRP*: 10 credits (Can be found in most shops dealing with technology and droids) This common substance is a heamatotoxin to some Near-Human species. It reacts with their blood in ways that humans and other species did not anticipate. As an action, you can use the viscous poison in this vial to coat one vibroweapon, one slug cartridge, syringe, or one wrist launcher dart. The viscous coolant stays on the blade for an hour. If the blade cuts a Near-Human listed, the Near-Human must make a DC 14 saving throw or suffer 2d4 damage from the hematotoxin. They will take 1d4 damage each subsequent round for 2 rounds and, unless treated, be poisoned until the end of their next short or long rest. #### Brewed Cryptberries **Adventuring gear** (consumable),
**prototype**
, **Ingested**-Diluted Herbal Infusion-All Humanoids *GSRP*: 2,500 credits These berries native to Necropolis are found near graveyards and crypts hence their foreboding name. These berries can easily kill their victims, but various herbal infusions have been developed to only knock victims unconscious. The herbal infusions have the benefit of being mostly colorless and completely odorless making them the perfect choice for bounty hunters who need their targets alive. Upon ingesting the infusion, the humanoid must make a Constitution saving throw to avoid the effects of the drug (DC 18). If failed, the target will be rendered unconscious for 24 hours until revived by someone with the antidote that can be purchased at a shop or synthesized using a poisoner’s kit or, after at least two hours have passed, by being shaken awake with an action or hit with at least 1 damage. Victim will remain poisoned unless cured with the antidote or until they finish their next long rest. #### Brewed Cryptberries Antidote **Adventuring gear** (consumable), **unenhanced** **Medicine**-All Humanoids *GSRP*: 50 credits Counteracts the effects of Cryptberry poison. Often sold in conjunction with the poison so that the victim can be cured of the poison. This injection revives a humanoid suffering unconsciousness from Cryptberry poison or saves them from Cryptberry ingestion (if administered within 1 minute). #### Cyanoxis D-570 **Adventuring gear** (consumable), **unenhanced** **Ingested**-Solid Rodenticide-Most Species *GSRP*: 50 credits Toxico’s Cyanoxis D-570 is a very common poison in the galaxy as it was made to kill rodents. It is, however, toxic to most species in the galaxy giving it its second purpose as a deadly and effective poison to use in assassinations. It is an anticoagulant and also attacks the circulatory system. It causes a very long, slow death. According to a Wookie resource on the Holonet, “Symptoms of D-570 included fatigue, bruises, and bleeding from the nose, mouth, and ears. Death… in around ten days or fewer, making the cause of an individual's death difficult to determine, and allowing time for the killer to escape” (Poisons: Cyanoxis D-570). Upon failing a Constitution DC 14 check, the target will die in ten days unless cured with the antidote. Fatigue starts in an hour, the bruises start in 24 hours, and the rest of the symptoms occur at 7 days from the first exposure. \pagebreak #### Distilled Dozoisian Snark Venom **Adventuring gear** (consumable),
**legendary**
, **Ingested**-Acidic Venom-Humans *GSRP*: 75,000 credits This greenish venom is extremely deadly to humans. It is extremely lethal if drunk. Thankfully, this poison is usually fairly easy to identify. Snark venom sizzles if spilled and ignites in a greenish flame. Its acidic smell is easily recognized by those who know of its existence. This rare distilled version, however, is tasteless, odorless, and colorless. It does still sizzle and ignite if spilled; however, so be careful not to spill any! This venom must be drunk in order to be effective. Therefore, a potential victim will get a DC 30 Investigation check before drinking the liquid. If failed, the character will drink the tainted beverage. Upon failing a Constitution DC 22 check, the human will take drop to zero HP and become poisoned until they finish their next short rest or are cured with an antidote. This venom cannot be mass-produced and is extremely rare due to the high level of skill necessary to craft it. It can only be purchased from a skilled apothecary, found by sheer luck, or crafted. #### Elixir of Infatuation **Adventuring gear** (consumable),
**premium**
, *GSRP*: 2,500 credits **Ingested**-Zeltron Elixir-All Humanoids A special colorless, odorless, and tasteless elixir invented by the Zeltrons of Zeltros to cause its victims to lose some of their resistance to manipulation. The Zeltron elixir can be mixed with any kind of food or drink and remain undetected due to its colorless, odorless, and tasteless properties. The next time the creature who ingested this elixir sees a creature within 10 minutes after drinking this elixir, it will become charmed by that creature for 2 hours. If the creature is of a species and gender it is normally attracted to, it regards it as its true love while it is charmed. Any hostile action toward the charmed creature by the creature it is charmed by will break the effects. #### Fex-M3 and Malkite Themfar Emulsion **Adventuring gear** (consumable),
**legendary**
, *GSRP*: 75,000 credits **Injury**-Emulsion of two deadly toxins-All Humanoids An extremely deadly poison rumored to be developed past the Rishi maze by the mysterious cloners. Many famous bounty hunters have used this lethal mixture. This emulsion can kill if someone is injured by it. The most famous delivery system of Fex-M3 and Malkite Themfar is a toxin dart with a poison chamber such as a Kamino Saber Dart. This poison can be via injection, via a toxic dart with a poison chamber like the Kamino Saberdart (*see Poison Administration Equipment below*), or via more standard means like a treated vibroblade, slug, dart, tranq rifle, or needler. The victim will make a DC 22 Constitution save against 10d10 poison damage. If successful, the target will take half damage. If failed, the target will be poisoned and forced to make a Constitution save at the start of each of its turns until it is cured, the end of its next short or long rest, or its next successful Constitution Save. \columnbreak #### Malkite Themfar Paste **Adventuring gear** (consumable),
**legendary**
, *GSRP*: 50,000 credits **Injury**-Malkite Themfar Paste-All Humanoids A deadly poison used by bounty hunters and assassins alike. Often applied to weapons, darts, and blades. One Wookie resource even recounted the rumor that it can even be applied to fingernails. As long as this poison dries onto the surface, it will remain potent. As an action, you can use the poison in this vial to coat your fingernails, one vibroweapon, one slug cartridge, or one wrist launcher dart. Once applied, the poison takes 1 minute to dry. After that, the poison will remain potent on the surface for one hour (or until the first time it deals damage). A creature hit by the poisoned weapon must make a DC 22 Constitution saving throw or take 10d4 poison damage. If the poison is dried on your fingernails, you may choose to use your fingernails when you make a successful unarmed strike. Any creature hit by the first strike of your fingernails must make a DC 22 Constitution saving throw or take 8d4 poison damage. (All fingernails on the striking hand will lose potency after the first strike). #### Norbutal **Adventuring gear** (consumable), **unenhanced**, **Ingested**-Paralyzing Liquid-Most Humanoids *GSRP*: 250 credits This drug is common on Coruscant and Nar Shaddaa. Most of its purposes are rather sinister. It is a paralytic drug that is often slipped into drinks, foods, and syringes. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the effect on itself on a success. #### Quongoosh Essence **Adventuring gear** (consumable),
**advanced**
, *GSRP*: 2,500 credits **Injury**-Liquid Extract-Most Humanoids Upon exposure, Quongoosh Essence can cause paralysis and blindness. Quongoosh Essence is effective upon breaking the skin. The victim will make a DC 20 Constitution save or become paralyzed and blinded for 3 rounds. #### Serum IX **Adventuring gear** (consumable),
**artifact**
, **Special Poison**-Mind Conditioning Serum-Humans and Near-Humans *GSRP*: 300,000 credits A mind-altering serum distilled from Quesh's Dimalium-6. This serum was developed by the Sith Empire for use in their Cipher agents. The serum used to be injected into their agent to alter their brain chemistry. After 3-30 days, the agent would enter a state in which they could be conditioned using Castellan Restraints to obey anyone who uttered a secret code word. One famous example was Onomatphobia, a command word that belonged to the infamous Cipher Nine. \pagebreak To be fully cured, the victim must synthesize or purchase their own Serum IX and brainwash themselves again and have a trusted ally give them a new code word to be free from control. (The other option is of course to eliminate all trace of the code word from the galaxy). Can be injected into an unconscious, paralyzed, incapacitated, grappled, or restrained (i.e., in binders) victim using a syringe (see syringe in Equipment). Upon injection, the victim will make a Constitution or Wisdom DC 24 saving throw (Creature's choice). If failed, after 3 days the creature who gave the injection can imprint a code word of their choice onto the brainwashed victim. From then on, every time the victim hears the code word uttered, they must make a DC 24 Wisdom saving throw or follow the utterer's next direct order. (The victim will get a check for each subsequent command). #### Silicartha **Adventuring gear** (consumable), **unenhanced** **Ingested**-Powdered Pesticide-Humans and Near-Humans *GSRP*: 25 credits A poison with a silica-base from Tatooine. Silicartha is a stable of moisture farming. It is used to keep away the sand-borers. It is also toxic to humans and Near-Humans. If ingested in small dosages, the poison can cause mild symptoms and pain. Fortunately, Silicartha takes a while to build up in the system. A creature who has ingested Silicartha must make a Con DC 14 save or take 2d4 poison damage. #### Sith Poison **Adventuring gear** (consumable),
**artifact**
, **Injury**-Liquid Biological Toxin-All Species *GSRP*: 300,000 credits This extremely illegal poison is exceedingly rare, a relic of Sith alchemy. It is exceptionally difficult to make as only a user strong in the Dark side of the force who is skilled in the arts of crafting poisons can make this sinister poison. We at *The Guide* have only heard of the rumors of it and have never seen it with our own eyes. This poison may be absorbed into a wound of a victim. Upon exposure, the creature shall make a Con DC 24 save against 2d4 poison damage. If successful, the target avoids all effects of the poison. If the target fails, they will take the damage and be forced to make a Wisdom save as the poison corrupts their mind. If the creature fails a DC 24 Wisdom save, they will be overcome with the lure of the dark side. Roll 1d3 to determine their new temporary dark alignment (1=Lawful Dark, 2=Neutral Dark, or 3=Chaotic Dark). A Dark side character will immediately become Chaotic Dark. A Chaotic Dark character will enter a frenzied state for 2 rounds and attack randomly. It is said that Sith poison can only be counteracted by a Jedi-crafted antidote or the presence of a Jedi healer (The game master may also rule that the Sith Poison's hold is "broken" after a set amount of time or traumatic incident). Upon being restored, the player may decide to revert their alignment back to its previous state or to retain the new one. \columnbreak #### Skirtopanol **Adventuring gear** (consumable),
**premium**
, **Ingested**-Non-fatal Liquid Poison-Most humanoids *GSRP*: 2,500 credits A truth serum used to extract information. Often administered via injection, but also effective if ingested. Upon being exposed to the truth serum, the target will make a DC 16 Constitution save against the serum. If the target succeeds the save, they will not be able to lie and will be compliant, lethargic, and suggestible for 10 minutes. If the target fails the save, then the creature who administered the dose will make a DC 16 Wisdom (Medicine) check. Upon a success, the serum will work for 10 minutes as usual. Upon a failure of 1-5, the serum will make the target ramble about pointless information for 2 minutes before falling asleep. If the creature fails the Medicine check by 6 or more, they administered too much Skirtopanol, and the target will enter a coma for 1 hour. #### Somniject **Adventuring gear** (consumable),
**prototype**
, **Injury**-Non-fatal Liquid Poison-Most humanoids *GSRP*: 2,500 credits A non-fatal poison used by bounty hunters to make their victims groggy or fall asleep. Used to make bounties that require live quarries easier. As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. The liquid will dry on the weapon and remain potent for 1 minute. Upon a Con DC 18 failure using this method, the victim will become groggy. The target will suffer disadvantage on their check to avoid being placed in binders or otherwise restrained. Upon a failure of 3 or more, the target will fall asleep for 1 hour unless shaken awake or damaged. #### Ziroxin-12 **Adventuring gear** (consumable),
**legendary**
, **Ingested**-Synthetic Liquid Poison-Most Species *GSRP*: 50,000 credits Ziroxin-12 is an extremely lethal poison. In the hands of a skilled practitioner, it can be used to time the death of a victim down to the second. It requires precise blending and complicated preparations in order to be effective. It is often used to poison meals, beverages, and other forms of food. As an action, a creature who possesses a poisoner's kit may prepare a dosage of Zirotoxin-12. The creature may then choose the amount of time that they have prepared the poison to take effect after (i.e., three rounds, one minute, one hour, one day, or one week, etc.). The creature will then make a DC 22 check with their poisoner's kit to how well they mixed their dosage of Zirotoxin-12. A success means that their dosage will act exactly as the creature planned. A failure of 1 means that the dosage will take effect one unit (of the time unit they specified) later than planned. A failure of 2 to 5 means that the dosage will take effect two units (of the time unit they specified) later than planned . A failure of 6 to 9 means that the poison will take effect three units (of the time unit they specified) later than planned. A failure of 10 or more means that the poison will take effect after 2 times the amount of time specified. \pagebreak If the creature rolls a natural one, the poison will be mixed incorrectly and will impart an undesired effect when administered. The creature will roll 1d6 to determine the effect. 1=Poison was incorrectly broken down into adrenaline. Creature receives a temporary strength boost (advantage on all strength and constitution checks for 2 rounds), 2=Poison was incorrectly mixed forming a form of Narco-mist. Creature receives 2 hit points of healing., 3=Poison was formulated to resemble a different sort of drug entirely, a psychotropic. Creature loses their inhibitions for 2 rounds and acts based on their impulses (chaotic neutral)., 4=Poison was somehow formulated into a Zeltron Elixir of Infatuation (See Elixir of Infatuation for effects). Upon ingesting Ziroxin-12, the creature will make a DC 22 Consitution saving throw against the effects of the poison. If failed, the target will drop to zero Hit Points after the time determined by the poisoner's kit check unless the Ziroxin-12, was incorrectly mixed in which case the target will gain the effects of the incorrectly brewed Ziroxin-12. Upon a success, the target will drop only to half of their total HP upon the poison's timer taking effect. A successful save causes the creature to ignore the effects of poorly brewed Ziroxin-12. \columnbreak #### Zygerrian Crowd-control Gas Grenade **Adventuring gear** (consumable),
**legendary**
, **Contact**-Purple Knockout Gas-Humans and Near-Humans *GSRP*: 150,000 credits Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with purple fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, that creature must make a DC 22 Constitution saving throw. The creature will fall asleep on a failed save. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment such as a rebreather are unaffected.
\pagebreak ### Poisons: How to Use Them Injury, Ingested, and Contact poisons function as normal. For example, all Injury Poisons can be used by coating vibroweapons, slug cartridges, or wrist darts; all Ingested poisons must be either drunk; and all Contact poisons act upon their established rules. Ingested and Injury poisons also can be placed into the unique items introduced in *The Guide* and administered via syringe (read item description below). ### Poison Administration Equipment #### Kamino Saberdart **Adventuring gear** (ammunition),
**legendary**
, *GSRP*: 100,000 credits Weight: 1 **Ammunition for a wrist launcher. ** This infamous poison chamber dart from beyond the Rishi maze can be loaded with any injury poison. These darts are infamous in the galactic underworld as the handiwork of those mysterious cloners. If you can afford these rare darts, we here at *The Guide* congratulate you on how big your pocketbook is… *Guide* Warning: Do not load crystalline, powdered, or solid poisons meant to be ingested into this work of fine craftsmanship as misuse of such a finely engineered dart may cause it to malfunction. The Kamino Saberdart can be treated with any injury poison as an action just like a standard wrist launcher dart. If hit, the target will take 3d6 damage and make a save with disadvantage against the DC of the specific poison loaded in the dart and, if failed, will suffer the effects of that poison. #### Standard Syringe **Adventuring gear** (consumable),
**standard**
, *GSRP*: 250 credits Weight: 1 These syringes can be filled with any liquid or fluid poison by any creature proficient with a poisoner's kit. They are crafted from resilient materials so that they can stand up to the assorted caustic chemicals that they often contain. Syringes can be used to inject either ingested or injury poisons into any willing, unconscious, paralyzed, incapacitated, grappled, or restrained (i.e., in binders) creature. That creature will then have to make the save required by the specific poison contained in the syringe. Alternatively, Syringes can be used in combat. When used against an unwilling target within 5 feet, the target must make a contested Strength (athletics) or Dexterity (acrobatics) check (targets choice) against your Dexterity (medicine) check. On a failed contest, the creature is injected with the contents of the syringe. The creature, must then make the saving throw specified by the poison within the syringe.
\pagebreak ## Credits #### "Star Runner" by Joe-Roberts on DeviantArt #### "Jango Fett Seizes DEATH BATTLE's Bounty!" by BangJang96 on DeviantArt #### "Star Wars - Boba Fett firefight" by andibaze on DeviantArt #### "The Hunter and the Holocron" by RaptoRkrd on DeviantArt #### "KAMINO'S BATTLE" by nachomolina on DeviantArt #### Star Wars Turns Forgotten Legends Poison Into Big Plot Point https://screenrant.com/star-wars-high-republic-legends-poison-forgotten-plot/ #### Poisons-Wookiepedia https://starwars.fandom.com/wiki/Category:Poisons #### Drugs and medicine-Wookiepedia https://starwars.fandom.com/wiki/Category:Drugs_and_medicine #### Special thanks to everyone in the SW5E Discord who helped make this possible with all their suggestions, revisions, ideas, and advice!