My players are facing a creature that coats it’s crossbow bolts in carrion mucus. When you are hit, you have to make a constitution saving throw or be poisoned and paralyzed. You are able to make the saving through again at the start of each of your subsequent turns. The description of the poison does not state that once you have passed the constitution saving throw that you are immune to the poison. So, the way the combat was ran was that each time this creature hit a player they had to make that saving throw again, and again, and again. I have seen in the stat box of other creatures where it does say once you make the saving throw you can no longer be affected by the poison or effect, but again the carrion mucus does not say that. My question is, am I missing something, or is that how it’s run?
A Save does not grant immunity unless something in the danger's, in this case poison's, description specifies. So I think the correct rules interpretation would be that if the character is hit by the poison again in the encounter, the victim needs to make the save again.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Unclear from context: were you still having to make saves after you succeeded, but without being hit again by a poisoned bolt? If so, that was wrong: once you make a save against the venom, you don't need to save again until you are exposed again (i.e. you get hit by another poisoned bolt).
I may be incorrect, or perhaps suffering from a confirmation bias, but I see, to notice that the stuff let’s you save every round often does not have a temporary immunity rider like that, those tend to be more often on the stuff that’s only got a single “save or be hosed.”without the per round do-overs.
I may be incorrect, or perhaps suffering from a confirmation bias, but I see, to notice that the stuff let’s you save every round often does not have a temporary immunity rider like that, those tend to be more often on the stuff that’s only got a single “save or be hosed.”without the per round do-overs.
Nah, there's lot of every round saves that also include immunity -- a few examples would be a dragon's frightful presence, a ghast's stench, and a yeti's chilling gaze.
Oh, I know there are some (and for all o know it could be a straight 50/50 split), but it just feels to me that I have notices more of those not having save/round than do. (That’s why I used qualifiers like “often does not” and “more often” the other way.
And it may very well be my brain playing tricks on me. (Like how you always remember al the Nat 1s more than the Crits. 🤷♂️
Unclear from context: were you still having to make saves after you succeeded, but without being hit again by a poisoned bolt? If so, that was wrong: once you make a save against the venom, you don't need to save again until you are exposed again (i.e. you get hit by another poisoned bolt).
They had to make the save every time they were hit with the poisoned bolt. For example: PC gets hit by npc, has to make a con save-PC passes con save. Npc fires second crossbow bolt, hits PC, PC again has to make con save, this time fails and is poisoned and paralyzed. The next round the PC is able to roll the con save at the end of their turn. They roll and pass, no longer paralyzed. NPC’s turn and they fire poisoned crossbow bolt-and the cycle continues.
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‘A’OHE PU’U KI’EKI’E KE HO’A’O ‘IA E PI’I – (No cliff is so tall it cannot be climbed.)
Unclear from context: were you still having to make saves after you succeeded, but without being hit again by a poisoned bolt? If so, that was wrong: once you make a save against the venom, you don't need to save again until you are exposed again (i.e. you get hit by another poisoned bolt).
They had to make the save every time they were hit with the poisoned bolt. For example: PC gets hit by npc, has to make a con save-PC passes con save. Npc fires second crossbow bolt, hits PC, PC again has to make con save, this time fails and is poisoned and paralyzed. The next round the PC is able to roll the con save at the end of their turn. They roll and pass, no longer paralyzed. NPC’s turn and they fire poisoned crossbow bolt-and the cycle continues.
What you've described sounds correct. Each time they are hit with another poison bolt, the poison has another chance to affect them.
This is homebrew poison though, and it's up to you how it works. Paralysis is a pretty deadly condition to be affected by (and quite a frustrating one for players) so it's something to use sparingly. Also worth considering that if the NPC starts with 20 poison bolts and is taken down after 3 turns of combat, having launched 6 bolts, your players will have access to 14 bolts that can paralyse enemies and will be well within their rights to use them in important future battles.
Unclear from context: were you still having to make saves after you succeeded, but without being hit again by a poisoned bolt? If so, that was wrong: once you make a save against the venom, you don't need to save again until you are exposed again (i.e. you get hit by another poisoned bolt).
They had to make the save every time they were hit with the poisoned bolt. For example: PC gets hit by npc, has to make a con save-PC passes con save. Npc fires second crossbow bolt, hits PC, PC again has to make con save, this time fails and is poisoned and paralyzed. The next round the PC is able to roll the con save at the end of their turn. They roll and pass, no longer paralyzed. NPC’s turn and they fire poisoned crossbow bolt-and the cycle continues.
What you've described sounds correct. Each time they are hit with another poison bolt, the poison has another chance to affect them.
This is homebrew poison though, and it's up to you how it works. Paralysis is a pretty deadly condition to be affected by (and quite a frustrating one for players) so it's something to use sparingly. Also worth considering that if the NPC starts with 20 poison bolts and is taken down after 3 turns of combat, having launched 6 bolts, your players will have access to 14 bolts that can paralyse enemies and will be well within their rights to use them in important future battles.
It’s actually not homebrew, it’s from Dungeon of the mad mage. It’s carrion crawler mucus that the Bullywug’s on level 8 coat their weapons in.
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‘A’OHE PU’U KI’EKI’E KE HO’A’O ‘IA E PI’I – (No cliff is so tall it cannot be climbed.)
Carrion crawler poison is an example poison in the DMG, IIRC it works almost exactly like the poison of a live carrion crawler (and I think MM has rules for harvesting the poison).
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Jander Sunstar is the thinking person's Drizzt, fight me.
Carrion crawler poison is an example poison in the DMG, IIRC it works almost exactly like the poison of a live carrion crawler (and I think MM has rules for harvesting the poison).
My players are facing a creature that coats it’s crossbow bolts in carrion mucus. When you are hit, you have to make a constitution saving throw or be poisoned and paralyzed. You are able to make the saving through again at the start of each of your subsequent turns. The description of the poison does not state that once you have passed the constitution saving throw that you are immune to the poison. So, the way the combat was ran was that each time this creature hit a player they had to make that saving throw again, and again, and again. I have seen in the stat box of other creatures where it does say once you make the saving throw you can no longer be affected by the poison or effect, but again the carrion mucus does not say that. My question is, am I missing something, or is that how it’s run?
‘A’OHE PU’U KI’EKI’E KE HO’A’O ‘IA E PI’I – (No cliff is so tall it cannot be climbed.)
A Save does not grant immunity unless something in the danger's, in this case poison's, description specifies. So I think the correct rules interpretation would be that if the character is hit by the poison again in the encounter, the victim needs to make the save again.
Jander Sunstar is the thinking person's Drizzt, fight me.
Unclear from context: were you still having to make saves after you succeeded, but without being hit again by a poisoned bolt? If so, that was wrong: once you make a save against the venom, you don't need to save again until you are exposed again (i.e. you get hit by another poisoned bolt).
I may be incorrect, or perhaps suffering from a confirmation bias, but I see, to notice that the stuff let’s you save every round often does not have a temporary immunity rider like that, those tend to be more often on the stuff that’s only got a single “save or be hosed.”without the per round do-overs.
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Nah, there's lot of every round saves that also include immunity -- a few examples would be a dragon's frightful presence, a ghast's stench, and a yeti's chilling gaze.
Oh, I know there are some (and for all o know it could be a straight 50/50 split), but it just feels to me that I have notices more of those not having save/round than do. (That’s why I used qualifiers like “often does not” and “more often” the other way.
And it may very well be my brain playing tricks on me. (Like how you always remember al the Nat 1s more than the Crits. 🤷♂️
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They had to make the save every time they were hit with the poisoned bolt. For example: PC gets hit by npc, has to make a con save-PC passes con save. Npc fires second crossbow bolt, hits PC, PC again has to make con save, this time fails and is poisoned and paralyzed. The next round the PC is able to roll the con save at the end of their turn. They roll and pass, no longer paralyzed. NPC’s turn and they fire poisoned crossbow bolt-and the cycle continues.
‘A’OHE PU’U KI’EKI’E KE HO’A’O ‘IA E PI’I – (No cliff is so tall it cannot be climbed.)
What you've described sounds correct. Each time they are hit with another poison bolt, the poison has another chance to affect them.
This is homebrew poison though, and it's up to you how it works. Paralysis is a pretty deadly condition to be affected by (and quite a frustrating one for players) so it's something to use sparingly. Also worth considering that if the NPC starts with 20 poison bolts and is taken down after 3 turns of combat, having launched 6 bolts, your players will have access to 14 bolts that can paralyse enemies and will be well within their rights to use them in important future battles.
Unless a game element specifically says that on a successful saving throw, the creature is immune to it for 24 hours, it is not.
It’s actually not homebrew, it’s from Dungeon of the mad mage. It’s carrion crawler mucus that the Bullywug’s on level 8 coat their weapons in.
‘A’OHE PU’U KI’EKI’E KE HO’A’O ‘IA E PI’I – (No cliff is so tall it cannot be climbed.)
Carrion crawler poison is an example poison in the DMG, IIRC it works almost exactly like the poison of a live carrion crawler (and I think MM has rules for harvesting the poison).
Jander Sunstar is the thinking person's Drizzt, fight me.
Yup: Crawler Mucus (Contact), carrion crawler, (https://www.dndbeyond.com/sources/dmg/running-the-game#SamplePoisons), (https://www.dndbeyond.com/sources/dmg/running-the-game#CraftingandHarvestingPoison)
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