The putrescent juices of those who died from sepsis.
4
A wriggling grub of Beelzebub.
5
Witch sweat.
6
Vampire bats bloated by drunkard’s blood.
7
Rainwater that’s collected in a troll’s footprint.
8
Teeth from someone who’s never eaten another living thing.
9
The sedimental dregs of other poisons that have gone rancid.
10
The scream of a child who wishes they were never born.
11
A pinch of powdered platinum.
12
The heartwood of a tree that grew at the heart of a forest charred to charcoal.
13
The tip of a knife wielded in treasonous murder.
14
The last work of an artist who died young.
15
Water from the lungs of a drowned lamb.
16
A monstrous hybrid of two or more venomous creatures.
17
Drool wrung from a food taster’s tongue.
18
The collected stench of a hundred goblins.
19
Goop drained from the chrysalis of a metamorphosing, toxic caterpillar.
20
The sting of a nettle which grows only where no light has ever shone.
D20
This poison appears as:
1
Black dust so fine it flows like a fluid.
2
Bubbling brown tar.
3
Something a little like vitreous fluid roiling into structures a little like eyeballs before dissolving back into formlessness.
4
Crusty bluish pus.
5
Sticky gelatin-thorns.
6
Hazy foam.
7
Wrinkled glue.
8
A clump of amorphous slugs.
9
Sputum and spider’s eggs.
10
Thin porridge.
11
Floppy snowflakes.
12
Half-dried toothpaste.
13
Oil that flickers like static.
14
The afterimage left in your eyes after staring at the sun.
15
Tiny featureless people tangled in an orgy/mass grave.
16
Lichen scraped off a rock.
17
Liquid velvet.
18
If it’s exactly like fresh blood.
19
Powdered rubies.
20
Buzzing, wet pollen.
D20
This poison tastes like:
1
A mouthful of rusty needles.
2
The last thing you ate.
3
Hot liquid sulphur.
4
Ammonia and fresh rain.
5
Rotten fruit and raw meat.
6
Sugar so sweet it burns out into bitterness.
7
Chokingly thick butter.
8
Gum-tightening sourness.
9
Stale, over-hopped beer.
10
Chalky rubber.
11
Wasps.
12
Muddy boot soles.
13
Rum-soaked paper.
14
Dusty cotton.
15
Old mold.
16
Nothing at all.
17
Ozone and copper.
18
Concentrated morning breath.
19
Bland, muted salt.
20
Burning-hot spice.
D20
This poisons’s effect is:
1
It turns the body’s healing processes against it. For 1d6 days, or until the poison is cured, any time the victim would be healed they instead take that same amount in damage.
2
Paralysis of the mind or body, with the victim choosing which at the beginning of each round. A paralyzed mind must act out without improvisation or adaption the course of action it was set to at the beginning of its paralysis.
3
Every round you fail a save against it, you weep out a significant fraction of your body’s water content. Victims of the poison are left as shrivelled mummies soaking in pools of their own tears. Normal sized and hydrated people die after three failed saves, and require swift moisturizing after two or else suffer significant damage.
4
Compulsive autophagia which can be suppressed momentarily through cannibalism.
5
Gradually losing physical cohesion, eventually dissolving into a puddle after enough failed saves.
6
Irresistible sexual attraction towards things it would be inconvenient-to-deadly to be sexually attracted to (e.g. swords, hungry tigers, volcanoes, etc.).
7
Cluster migraines whenever the victims thinks of harming or otherwise acting against the interest of the poisoner.
8
Making its victim horrendously flammable.
9
Transforming its victim temporarily into a mindless, rampaging monster.
10
Permanently accelerating the rate of its victims’ aging. Subtle at first, though doses are cumulative.
11
Total amnesia for 1d6 ten-minute turns, revert to level 0 until it wears off.
12
For 1d6 ten-minute turns give off really bad vibes, receive a -5 penalty to reaction rolls.
13
The one who administered it can automatically hit the victim with any attack they can make from any distance. The victim gets another save each round to resist the poison until they succeed.
14
For 1d10 rounds, any spell or other magical effect within 100 meters of the victim will affect them instead of its intended target.
15
It turns victims into walking blights who shrivel crop-fields and push the old and sick into the arms of death wherever they go.
16
Forced damnation. Victims will attract evil spirits, be smote by the sacred, catch fire if they set foot on holy ground, and suchlike.
17
Dangerous magnetization, metal objects will be attracted towards victims with lethal force for 1d6 ten minute turns.
18
Changing the substance its victim must breath to something other than air, such as (1d6): 1, water; 2, oil; 3, smoke; 4, screams; 5, sand; 6, ectoplasm.
19
It makes the bodies of victims increasingly swollen, spongy, and fragile, until even moving is harmful.
20
Unimaginable agony in the affected part, requiring a save not to be compelled to amputate it by any means available, and incapacitation of the part even if that compulsion is resisted.
D20
A quirk of this poison is:
1
In a precisely measured dose it acts as a medicine, bestowing a positive version of its poisonous effect.
2
If mixed with another potion or poison it converts that stuff into more of itself, but retains the assimilated matter’s appearance even to cursory magical investigation.
3
It can afflict victims that lack conventional biology.
4
It seeps into the blood of its users. Normally this is harmless, but if they are ever reduced to 0 hitpoints they must immediately save or suffer its effects.
5
If it’s used to feed a fire, that fire will spread the poison through its burns.
6
You can develop a resistance to it quickly.
7
Those poisoned by it will sometimes recall the dying memories of other victims of it.
8
If fed to a slime, that slime will inflict the poison on those it touches.
9
If boiled it releases a cloud of vapour that inflicts the poison’s effect on those who inhale it.
10
It has its own cruel intelligence, and will lash out if not used often enough.
11
Weapons dosed with it crumble apart after the dose affects an enemy.
12
A freshly mixed dose is only good for a day and a night before it loses its effect.
13
It’s only poisonous at night. If it’s still in a person’s system after night falls it takes effect as normal.
14
It has an important role in some rituals which might be used to rationalize why some people have it besides poisoning other people.
15
Those who survive it relive the experience in their dreams for the rest of their life.
16
It’s coveted as a currency by a widespread secret society sworn to a god-scorpion.
17
Blades quenched in enough of it soak it in and carry its infliction in their cuts.
18
It’s the signature weapon of a cult of treason.
19
It’s a delectable liquor to demons.
20
Stale samples of it become increasingly volatile explosives over time.
Is purple. Anyone touched by it must make a save or else fall under its control.
6
Is orange. Its touch is poisonous.
7
Is brown. Its touch is a vector for a nasty disease.
8
Is white. It’s vampiric, converting health it drains from those it touches into its own.
9
Is black. Every 1d4 rounds, anything caught in the slime is annihilated.
10
Is grey. It attacks by exploding and then reforming itself 1d4 rounds later.
11
Is clear. It deals the same sort of damage as the last attack that hurt it.
12
Is mirrored. Any attacks against it are reflected back at the attacker. The only reliable way to damage the slime is to do it indirectly.
13
Is gold. It’s extra-dense, and bludgeons prey with its mass to mash them into a paste it can absorb.
14
Is silver. It shapes itself into sharp blades to attack, slicing prey into bits small enough for it to absorb.
15
Is octarine. It absorbs spells from the wizards, scrolls, etc., it touches, then casts them randomly.
16
Is pink. Its touch implants spores that start off sealing a single point of damage, but increase in severity each round you don’t use an action to remove them (1>1d4>1d6>1d8>etc.).
17
Is glowing lime. Its touch inflicts mutations.
18
Is mauve. Anyone touched by it must save or be paralyzed.
19
Is teal. It’s tactilely telekinetic. Anything it touches it can move for 1d4 rounds telekinetically with force equivalent to someone with a strength score of 15.
20
Changes every round. Reroll its colour at the start of every round, if a 20 is rolled again it explodes or something, fuck.
D20
This slime’s texture:
1
Is chunky. It’s tougher than other slimes of a similar size would be.
2
Is oily. It’s slippery and moves faster than other slimes.
3
Is sticky. It can ooze up sheer surfaces and is even harder to escape from if it grapples you.
4
Is lumpy. When damaged it splits into two slimes with half the health of their original.
5
Is gritty. Its attacks deal more damage than those of other slimes of a similar size.
6
Is foamy. It’s more fragile than other slimes of a similar size, but is also light enough to glide short distances.
7
Is rubbery. It moves by bouncing rather than flowing, and can move very far after a drop.
8
Is spongey. A swarm of vermin live symbiotically in its holes.
9
Is runny, thin. Bits of it splash off when it is wounded. After it is killed in a fight there is a 10% per HD chance of the slime reforming in a weakened state from a bit of itself stuck to your boot, or in a crack in the floor, or wherever else, unless special care is taken to destroy every trace.
10
Is tongue-like. It can track scents like a bloodhound.
11
Is silky. The slime possesses an inhuman intelligence concerned only with acquiring more food.
12
Is blissfully soft. Attempts to escape its grasp are based on wisdom rather than strength, as will more than muscle is required.
13
Is prickly. It can fire darts from its own mass which carry its touch effect.
14
Is abrasive. Any contact with it deals minor damage to people and equipment.
15
Is clammy. It can mimic the colours and shapes of inanimate objects to aid in ambush, but its texture will always be recognizably abnormal.
16
Is crusty and flaky. It leaves inert pieces of itself around its territory that act as traps that inflict the effect of its colour when touched.
17
Is fuzzy. Bits of it cling to those it strikes, dealing more of the slime’s damage/effect over time unless washed/scraped off.
18
Is ichorous. The slime regenerates damage over time.
19
Is resinous. It can symbiotically inhabits the bodies of other organisms and will emerge to protect its host.
20
Is turbulent. It must always keep moving, or else it dies. It can knock enemies back with a charge attack.
D20
This slime prefers to feed:
1
By insinuating itself into peoples’ bodies then digesting them from the inside-out.
2
By clinging to ceilings and dropping on those who walk below.
3
By diluting itself in bodies of water and dragging those who come to drink or swim in.
4
Even over survival. It can be lured into obvious traps with food.
5
On vegetable rather than animal matter, but won’t turn the latter down if hungry.
6
By hiding in containers and enclosed spaces then springing out at whoever opens them.
7
Less than it does to hunt. It will abandon sure, captured prey if a new opportunity for a chase presents itself.
8
By being fed by others. It is subservient by nature.
9
On prey in the throes of fear, and will instinctually attempt to produce dread and trepidation in those it hunts.
10
With a minimal expenditure of energy.
11
In order to fuel its own reproduction rather than its growth.
12
On things it’s never tasted before.
13
Like a scavenger, and by stealing other creatures’ prey.
14
Like a parasite on a much larger creature.
15
Like a swarm of locusts, leaving a desolate trail.
16
By rolling down slopes and stairs like a flood.
17
In the dark, without interruption.
18
Slowly, with ample time in a safe place to smother and absorb its prey.
19
On one larger meal rather than many smaller ones.
20
On a particular organ of its prey, and nothing else.
D20
This slime came from:
1
The snot of a great demon.
2
An alchemical experiment gone wrong.
3
A glob of slime mold that got caught in a temporal distortion field and emerged hyper-evolved.
4
The sputum of someone who ate a cursed fruit.
5
The mixture of chemical weapons on a battlefield.
6
The remains of someone who died of a liquefying disease.
7
Dew that condensed in an enchanted bowl.
8
Another dimension, where gelatinous life won out over solid organisms.
9
The unfortunate victim of a modified disintegration spell.
10
The creation of a fleshworker trying to mutate themself into a perfectly resilient lifeform.
11
A bet between a theologian and a natural philosopher to see who could best recreate their theorized primordial ooze.
12
Underworld cave-slime selectively bred into a weapon.
13
The tailings of a mine of magical ore.
14
The ill-fated mating of a human and a watery spirit.
15
A meteor from an alien world.
16
A wizard’s attempt to create the perfect pet.
17
A flawed ritual to summon an acid elemental.
18
A very bad idea for a new sort of paint.
19
The degenerated nano-golem technology of an extinct culture.
20
Necromantically reanimated stomach contents.
D20
Extracts from this slime can be used to:
1
Extract precious metals from alloys and ores.
2
Temporarily animate potions into loyal mini-slimes.
3
Treat gout.
4
Disguise one’s scent.
5
Coat weapons in an oil that temporarily grants them the effect of the slime’s touch.
6
Create an ointment that temporarily grants the person who uses it resistance to effects similar to the slime’s touch.
7
Eat through locks and other small devices.
8
Flavour food as a much sought-after spice.
9
Fill grenades that explode to apply the effect of that slime’s touch to an area.
10
Moisturize the skin and retain a youthful look.
11
Distill pheromones that allow simplistic, temporary control of other slimes.
12
Lubricate the workings of arcane machines, bring ancient technology back to a modicum of functionality.
13
Provide fertilizer for otherworldly crops.
14
Get very high.
15
Treat leather and textiles into superlative armours.
16
Repel vermin.
17
Distill alluring perfumes.
18
Reform the slime in alkahestral baths.
19
Clean silverware and other corrosion-resistant goods to a remarkable sheen.