A creature subjected to this poison must make a Constitution saving throw with a DC equal to that of the users Spell Save DC. If the user has no Spell Save DC, it uses any other ability save DC they may have. If they do not have any skills that require them to have a certain save DC, the DC is 8 + your proficiency bonus. The user of this poison is counted as whoever inflicts it's ailments on another creature.
On a failed save the creature suffers one of the following effects, determined by a d4 roll:
Heart Attack: The creature's heart stops beating temporarily, and it takes damage equivalent to the users hit dice. In addition, it is paralyzed and falls prone for 1d4 turns, clutching it's chest in agony. If the creature is reduced to 0 Hit Points by this, it dies instantly. If the creature still has hit points remaining, it's heart starts beating again after it has suffered the ill effects. An inorganic creature or creature with no heart is unaffected by this, including any creature that can control it's own heartbeat.
Asphyxiation: The creature becomes unable to breathe for a short time, and takes damage equivalent to twice the users level. In addition, the creature becomes paralyzed for 1d4 turns. A creature reduced to 0 Hit Points by this is stable. A creature that doesn't need to breathe is unaffected by this.
Stroke: The creature's brain activity is interrupted as the flow of blood to it stops. The creature takes damage equivalent to its own hit dice. In addition, the creature becomes paralyzed until the start of it's next turn. A creature without a brain is unaffected by this.
Rewire: The creature's nervous system is disrupted by the poison. The creature feels only pain throughout it's nervous system, and is paralyzed in agony for 1d4 rounds. The creature takes 2d4 damage per turn it spends in pain. The creature only suffers this damage on it's own turn. A creature without a nervous system, or one capable of shutting down it's own nervous system, is unaffected by this.
On a successful save the creature takes 4d6 poison damage, which ignores it's resistances and/or immunities.
The poison can be applied in any way except inhaled. A full bottle contains enough poison for 4 uses before it has been completely used up.
The recipe for this poison requires a small amount of kobold blood, the gel extracted from an aloe vera plant, 8 pokeweed berries, the leaf of an atropa plant, a chunk of blue-green algae, and 250 ml of a special wine created by mixing the powder of a crushed sapphire with red wine.
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