Difference between revisions of "User:Xandar/Complete Alchemy/Converted Venom"
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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. | 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 | + | =Venom Adaption Formula= |
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. | 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. |
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Contents
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 |