Clubhead Poison
Activate ◆◆ (manipulate)
This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes.
Saving Throw DC 32 fortitude
Maximum Duration 6 rounds
Stage 1 3d8 poison damage, Off-Guard, and can't take reactions (1 round)
Stage 2 4d8 poison damage, off-guard, can't take reactions, Stunned 1 (1 round)
Stage 3 5d8 poison damage, off-guard, can't take reactions, and stunned 1 (1 round)
Traits
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.