Showing posts with label Purple Duck Games. Show all posts
Showing posts with label Purple Duck Games. Show all posts

Friday, 31 July 2020

Giant, Anakim

It is well known among the sages that in ancient times the giants ruled great kingdoms and empires. Even now, millennia after their fall there are countless remains and ruins to be found all across the world.
The Anakim Giants see themselves as the noble last remnants of these ancient empires. They are a warlike and proud folk, they see the idea of farming or crafting beneath them and prefer to instead raid nearby people for food, weapons and riches. Anakim Giants will seek to conquer and exploit smaller races whenever the opportunity presents itself.

Anakim Giants are proud of their great strength and martial skills. They are universally skilled in the use of armor and weapons, and often train as fighters or monks. Their preferred clothes and equipment consists of expensive armor and weapons, decorated with gold and gems. Accented with stately jewelry.
Dire Lions are tamed and trained for war by the Anakim, though they are just as valued for their regal associations.

CR: 5
NE Large Monstrous Humanoid (giant)
Combat Role: Brute

Anakim Giants are basically large sized fighters, their martial training special quality allows them to treat their total HD as fighter levels for the purpose of fulfilling feat prerequisites (this means other class levels count as fighter levels as well).

Monsters of Porphyra 3, 98


Fearsome rumors are coming from the borderlands in the south. Stories tell of a great giant conqueror called Kna’aldaan who has gathered an army and is subduing the petty kingdoms of the Al’Barerra savannas. Even more fearful are the rumors of a coven of giant witches who serve the queen in her conquests.

The Schalick river basin is a blighted and barren land. It is a place cursed by the gods for the crimes of an ancient empire that once ruled the entire basin. This is only made clearer by the sudden and devastating floods that strike any attempt to settle the normally arid area.

The Bronze Citadel stands in the confluence of three great rivers. A great light at the top of the citadel serves as a lighthouse for the many trade ships that travel the area. The giant scaled citadel houses more mysteries than that alone. Adventuring parties regularly enter the fortress, and sometimes they even leave.

Wednesday, 15 July 2020

Amortortok

Amortortoks are large and muscular native outsiders who look like bestial blue-skinned gorilla’s with four arms. They are native to the cold and dark north, and easily capable of withstanding even the most harsh environments.

They are infused with negative energy and shadow, their claws inflict negative levels and they are concealed by even the slightest shadows. Despite this they are still often sought out, for the amorortok has divinatory power, able to cry and discern the location of any being or object they wish.

Do take note that despite their use of negative energy and shadows Amortortoks are not inherently evil, and are often seen as dangerous but wise being by those native to their lands. It is easy for these being to gather followers and use their assistance against disrespectful intruders.

CR: 7
N Large Outsider (native)
Combat Role: Ambusher, Debuffer

Amortortoks are deadly with their 4 claws, adding rend and energy drain to their damage. The darkness and snow of the northern winter are no obstacle to them either, using their spell-like abilities an Amortortok can always find those who enter his territory and meet them on the ground of his choosing.
The feat selection is focused entirely on survivability and skills: Altitude Affinity, Endurance, Rugged Northerner, Skill Focus (Perception, Stealth). Any of these can be replaced with others if you need a more combat focused monster, or you can lean into the divination with feats like Diviner's Delving.


The party has chased a kenku thief into the heights of a shadow-clouded mountain chain. When inquiring about the whereabouts of the thief they are told about ‘a pale shadow that can find all things’ said to life on the highest peaks.

A group of explorers are stuck on the ice after their ship has frozen in place. The plan is to wait until summer, but this soon proves untenable when strange shapes are seen beneath the ice and sailors start disappearing, leaving only strange runes carved in the ice.

The party is hired to defend a caravan moving parts for a large new mine being build in the Frozen Grass Plains. The reason for the high pay are soon made clear when the shadows themselves start stalking the caravan.

Monsters of Porphyra 2, 12

Friday, 10 July 2020

Protean, Amalgessi

The chaotic realm of Limbo is a place without constants or certainties, strange and overwhelming to all who are not native to its shifting tides. It does however have certain tendencies, and one of them are that large parts of Limbo take the form of roiling elemental storms, with waves, avalanches, inferno’s and tornado's mingling and crashing into one another.
To some this is the whole of Limbo, often called the Elemental Chaos, to the Amalgessi however, it is their home and birthplace.

Like all (or most) Proteans Amagessi take a anguine form. The core of their body are a writhing mass of serpent coils, with three heads and a long tail coming out of it at ever-shifting angles.

Shifting elemental energies flicker around an Amalgessi, and their bites and tail carry it onto their victims. The power carried by their tail slap in particular can blasts to all creatures close to their target and remains harmful for several rounds.
These proteans are also capable of moving though the ethereal realm, both for dimension door at will and ethereal jaunt once per day.

Amalgessi are every bit as unpredictable as any protean, but their behavior towards elemental beings is particularly baffling. They treats such beings with either unwavering hostility or servile friendliness, seemingly independent of earlier interactions or the manner of meeting.

CR: 8
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Combat Role: Flanker

With their varied movement options it should be easy for an Amalgessi to get to the party’s casters to deal some damage. A lone amalgessi can also serve as an excellent ambusher.


While they are usually produce a steady source of both rare and common ores, lately the rumbling pits in and around the Towering Plains have been getting more and more unreliable. The new flares of burning and freezing magic are a serious hazard to the lives of the rumbleminers, though the most daring ones are making good profits of the newly occurring elementally infused ores.

After an experiment on the intercohesion of space and intraplanar coordination went horribly awry, and a large number of elementally aspected proteans have now infested the south-tidal wing of the local magical university. Adventurers are needed not only to root out the outsiders, but also to retrieve the Adamantive Jounal of Nine from the area.

Idelixar Vivo, an evolutionary thaumaturgist is hiring experienced planar travelers for a journey to study rare kinds of proteans.

Monsters of Porphyra, 159

Friday, 26 June 2020

Amalgam

The elemental planes are the homes of the very substances from which the world is composed. And while the elements may seem steady and predictable on the material plane, in its native plane these common materials can be much more. There it forms everything from sentient beings to plants and strange weather.

When planar energies from these planes leak into the material plane they bring this strangeness with them. When animating energies from the plane of earth infuse collections of loose rock it can create an amalgam. These huge masses of loose rocks form into a roughly humanoid form that are often fiercely defensive of their territory.

In battle amalgams focus in throwing around all of their considerable weight around. Their massive stone fists can deliver crushing blows that can kill instantly and they are strong enough to throw great boulders at those who wisely stay away. They can throw their loose towards their enemies in a massive rock slide or create a vortex or rocks and stone to smash all who come nearby.

CR: 16
N Huge Outsider (earth, elemental, native)
Combat Role: Brute, Area Control

The amalgam is primarily a direct melee fighter, place one in front of a thing or creature you want defended and be done with it. In addition the Rock Slide and Stone Vortex abilities add area damage to plough through an entire army.
In addition an amalgam is capable of shaping rock using its spell like abilities, with unlimited stone shape and spike stones and wall of stone 3/day any battlefield of the amalgam’s choosing can be shaped to block ranged attacks and force opponents close.


The way to create an amalgam is fairly straightforward. Any skilled wizard, cleric, druid or other magic user with some control over earth can pull power from the elemental plane of earth and slowly push it into a pile of rocks. Far harder is controlling the resulting giant of living rock, and most of the creators simply rely on the natural territorial instincts of an amalgam to guard remote places.

In one of the deepest valleys of the Gosper Mountains stands a great temple of of a forgotten god of gems and magic. The temple to this day holds a great fortune in gems and magical artifacts, and it continues to hold them, for the site is guarded by exceptionally massive amalgams that can use the magic gems in their form to cast powerful spells.

When stones from the material plane fall though rifts into the plane of earth they can form into amalgams as well, but with the greater amount of energy available can power the creation of truly titanic amalgams.
One such titan is Avalanche Crushes Storm, which has been created by a Shaitan kaiser who build a city among its stones and now leads an invasion of the plane of air itself.

Monster of Porphyra 2, 11

Thursday, 18 June 2020

Am-Ren

To many mortals death only truly comes when even one’s name is forgotten. When tombs are forgotten, cities crumble and writing has faded. It is from this death that Am-Ren spring.
It is from this origin that Am-Ren have gained the power to steal and devour the names of their victims. They live in desolate places, filled with the lost names of the dead, tombs, necropoli and ruins are their most common dwellings.

These native outsiders appear as muscular yet starving humanoids with hide like cracked red stone. The flesh around it’s mouth and eyes is torn, showing bloody flesh around gnashing teeth and eyeless sockets.

An Am-Ren cannot devour the name of a being whose name it does not know, as such they will often shadow intruders to learn more of them, and if pressed in combat before then will try to trick their opponents into revealing their names.
A being whose name is stolen loses all sense of identity and is confused for six rounds. If the Am-Ren is then given the time it can devour the name permanently, leaving it’s victim a wretched wreck forever.

CR: 3
CE Medium Outsider (chaotic, evil, native)
Combat Role: Melee, Debuff

An Am-Ren is a capable melee fighter but it is their ability to steal and eat names that is most interesting. Make certain that the name theft ability is able to affect the PCs at least somewhat reliably.
Keep track of what character names it may have heard and try to goad them into revealing more of them if possible. The Am-Ren’s default feats are combat focused, so if the player’s Will saves are to high you can replace one of them with Ability Focus (Name Theft) to keep it threatening.


Many curses are targeted using the victim’s true name. Though dangerous, the name eating power of an Am-Ren can be used as a cure for some of these curses.

Am-Hen the Silent is a notorious assassin who does not kill his marks, but rather leaves them as nameless madmen. He is skilled in the manipulation of shadows and darkness, often tormenting his targets for weeks before finally devouring their names.

The wealthy trader’s city of Ljice sees itself as refined and civilized. The burgers of the Waterfall Republic disdain executions or banishment, instead the losers of the cutthroat politics have their very names taken and destroyed.

Monsters of Porphyra 2, 10

Monday, 8 June 2020

Almagam Creature

Many of the strangest creatures in D&D have been explained as the result of mad wizards experimenting on life. Often these are hybrid animals like owlbears or vizzerdrix, but many stranger combinations exist as well.
The amalgam creature template is a tool for the dm to make their owl bizarre hybrid to populate the tower of the latest mad wizard.

The template allows you to take any creature and combine it with any other creature. This involves taking the best of both creatures and adding a third of the HD of the weaker base creature on top of the HD of the stronger creature. Obviously this is a very complex process, and the CR of the resulting monster will have to be assessed manually, but the unpredictable result is often worth it, as this template can help even more than most with surprising even the most knowledgeable player.

The ways hybrids can be created is as varied as the results. Some are created by skilled craftsman with clarity of purpose, while others are the result of madmen playing with forces they barely understand. Natural and unnatural processes can also create mad results, from collapsing planes dumping mutated and merged survivors on the material plane, to the children of powerful magical being carrying traits of both parents.
In other cases the monsters created with this templates are not hybrids but entirely their own, simply another strange creature in the magical world of Dungeons and Dragons.

The idea of hybrid creatures is nothing new, and of course there are other ways to create hybrids of various kinds. Bloodforge from Dreamscarred press has a large collection of hybrid player races, as well as several half-something templates. The old 3.0e sourcebook Savage Species has a selection of templates, including the Tauric Creature template that lets you stick a humanoid on a larger creature. The Complete book of Eldrich Might has a spell that allows creating temporary almagams, including a lot of variance depending on which of the two targets fail their Fortitude or Will saves.
And a favorite of mine is Crossbreeding: Flesh and Blood from the Encyclopedia Arcane line. This is an entire book about the subject, including rules for players to be the mad wizard for once.


Adamāra (Bunyip/Wyvern) are deadly predators that hunt in both the Ocean Below and the Seas Above of Mar-Samadura.

The Magocratic citystate of Achen’Daroth is widely known and feared for the great magical wonders its rulers have created over the centuries. It is the latest magitech factory that has their neighbors watching fearfully, for in that new complex of spell engines, ritual chambers and ley conductors massive numbers of hybrid soldiers are being created.

One of the greatest feats of alchemy is the ability to distill the essence of a creature into a potion that can temporarily grant the abilities of that creature to the drinker. These potions are lesser artifacts on the level of the Alchemist’s Stone or the Sun Orchid Elixir.

Monsters of Porphyra, 6

Monday, 1 June 2020

Alchemist's Hound

The alchemist’s hound is a relatively simple clockwork construct that has been augmented with alchemical engines. These are used to pick up the slack for the simple clockwork apparatuses, and most importantly power the alchemist’s cannon that is an alchemist’s hound’s primary armament.
Unfortunately the alchemical devices incorporated in the constructs are rather unstable, and any damage an alchemist’s hound takes is often exacerbated by it’s internal workings exploding, harming both the construct and any nearby people.

Alchemist’s hounds are commonly shaped like wolves, with some examples even build with real wolf pelt covering the internal gears, pistons and bubbling beakers. In combat the constructs behave similarly to wolves, being deployed in packs and capable of dragging targets to the ground. In addition the alchemist’s cannon can spew a blast of fire or acid a few times per day.

CR: 3
N Medium Construct (clockwork)
Combat Role: Close Combat, Area Control

Alchemist’s hounds are pretty useful monsters. Their low CR makes them available earlier than most constructs, and allows you to use multiple of them at later levels as flanking and front line units.
The clockwork subtype adds Lightning Reflexes and Improved Initiative, this combines with the trip bonus to keep the players close by.


The heavy clockwork knights of the World’s Clock are supported in war by packs of alchemist’s hounds build en mass by the Clockhearts.

The Jammed Wastes are filled with broken clockwork and great broken apparatuses. For the skilled and resourceful however these are exceptional resources for powerful and highly customized companions.

The cheap basic construction of alchemist’s hounds has given rise to a vast variety of specialized models. Smaller alchemist’s hounds with proper disguises are sometimes used as a sort of bodyguard by ladies of high class. Groups of hounds are sometimes build with aetheric fluid resonators to create deadly hunting packs.

Monsters of Porphyra 2 p. 9

Sunday, 31 May 2020

Alcestus

The natural world faces many dangers, from the axes of humanoids, to rampaging outsiders. Fortunately for all there are just as many defenders who rise to defend the wilds. Alcesti are one example of such.
These defenders are formed from large herbivores with celestial ancestry. They keep their form, but with wings and large antlers.

In combat an Alcestus strikes telling blows with hoofs and antlers. Beams of force strike form their antlers, both defending from arrows and striking unerringly at enemies.

They usually live among herds of their kind, but when their environment is in danger they move to strike against it. Both this and the value of their antlers for the creation of magical items lead them to be hunted by many.
For those living peacefully in or near the roaming grounds of alcesti often see them as messagers of the gods, and on occasion alcesti do indeed serve as such. 
It is said that great champions of nature are at times presented an alcestus as companion and mount.

CR: 5
NG Large Magical Beast
Combat Role: All-rounder, ally


Thunder Rolling Along the Plains is the great horse spirit who guards the vast savannas in the center of Behisris. His hoofsoldiers are celestial horses with wings of grass and antlers of wood.

The Count of South-Belgrad has invited nobles from far and white for a great hunt. The greatest prize is a large hind with golden antlers that has been spotted in the count’s lands. In truth however the count uses the hunt as a way to get rid of the Alcestus that has been blocking his attempts to turn an ancient forest into farmlands.

As the party is traveling through dense woodlands they see a strange animal. It looks a bit like a brown horse or deer, but with striped legs and crystalline antlers. They keep seeing the animal, and it looks like it wants to lead them somewhere.

Monsters of Porphyra 3 p. 18

Tuesday, 26 May 2020

Alaihar

While these creatures look like majestic and colorful birds, they are in fact an offshoot of true dragons. Alaihars show their ancestry in their fiery breath weapon, scintillating feathers and great mastery of magic.
An alaihar is capable of casting spells as an eighth level sorcerer, but also treats cleric spells as arcane and can learn spells from that list in addition to wizard/sorcerer spells.

The habit of young alaihars to seek battle against evil leads many of these proud dragons to die young. In contrast the calmer and wiser elders prefer to act as mentors and advisers to young heroes.

CR 10
LG Small Dragon
Combat Role:
Spellcaster, Hit and Run

According to dragon legends an ancient red dragon who bested his golden rival sought to humiliate his enemy yet further by transforming him into a mere bird. The power of the golden dragon could not be unmade so easily however, and the descendants of the dragon showed much of the powers of true dragons.

The falling gardens of Attylon are famed above all for the countless birds of paradise that make their homes there. But only the priest-emperor himself knows of the Alaihar who are his foremost advisors.

An evil abjurer seeks the last ingredient he needs to close a city of from the gods themselves. The living heart of an 800 years old Alaihar.

Monsters of Porphyra, page 3

Thursday, 21 May 2020

Agropelter

A first sight a kind of arboreal ape or monkey, a closer look shows the strange, boneless seeming arms and legs of this beast. Agropelters are named for their habit of throwing branches and sharp sticks at anyone or anything they come across.
Their arms and legs look more like flexible tubes than limbs, and are capable of flinging projectiles at significant speed with a snapping motion.

Agropelters are somewhat intelligent and can indeed speak, however they speak only their own language. This combined with their aggressive habits lead most to prefer killing or driving them out over diplomacy.
This is easier said than done, as agropelters life among the leaves of talol trees and are skilled at hiding. When an attacker approaches them agropelters respond with a burst of speed to either run away. The same speed is used to evade ranged attacks.

CR 3
CN Medium Magical Beast
Combat Role: Ranged Damage, Ambush

When a forest fire swept through the outlying area the villagers took comfort in knowing the agropelters would at least be gone. The first to to take a look at the burned forest got an unwelcome surprise, a group of the pests had somehow become infused with the fire. Now the new half-fire elemental [Bloodforge] agropelters are a greater danger than ever.

Trade caravans crossing the Tree-mountains have been harassed by agropelters recently. Capable arboraleers are needed to track the branch flinging menaces down to their nests in the peaks of the trees.

Hairy Jack has won the chicken flinging competition every year since he settled in town four years ago. This, along with his habit of wearing over-sized coats and floppy hat has made him a popular local nutter.

Monsters of Porphyra 3 17

Sunday, 17 May 2020

Absinthian Hardwood

It is widely accepted that there are two kinds of animate plants: Those as mobile as any animal, and those that are sessile. Those plants that cannot run from danger must seek other ways to defend themselves. The Absinthian Hardwood is a particularly disturbing example of the latter, its addictive fruit contains a poison that corrupts those that consume it into evil minded defenders.

The tree’s drug affects the consumer with charm monster. If this effect is maintained for a month it becomes permanent. The plant can however only maintain twice its HD in creatures under addiction at a time. This forces it and its minions to keep a target close by, or supply a potentially distant individual with the fruits for this whole period.

In combat Absinthain Hardwoods are protected by its minions while the tree itself casts druid spells (CL 9th) from behind. If confronted directly it defends itself with slam attacks while relying on its hard wood for defense.

There are several variants of this monster, one given by the bestiary is the Nightshade Absinthian, which turns victims into ghouls and ghasts.

CR 10
NE Huge Plant
Combat Role: Caster

An evil aristocrat uses Absinthain liquor as a way to get rid of rivals. He does not realize this puts those he poisons under control of a more sinister master.

Village-Heart Absinthian: The fruit of this festive looking tree shifts a creature’s alignment to LG. These trees often stand in the center of a small and inviting village.

The Two Peaks Company provides the best and most trusted guides for caravans seeking to cross the High Hordelands. Recently however, the orcs warbands seem aware of all the trade caravans guided by the famously dedicated rangers.

Friday, 15 May 2020

Giant, Abaasy

Abaasy are horrid one-eyed giants. Gangs of therse creatures roam the underground, seeking food and sport. The singular eye of an Abaasy holds supernatural terror, a single look able to leave a victim frozen with fear. The entire gang will then decent upon the unfortunates to rip them apart with their many-tonged iron lashes.
The body of an Abaasy seems infused with metal, their teeth and nails are iron-like and make for deadly weapons. Their skin is iron hard and able to turn or blunt even the sharpest blades.

Abaasy will eat any kind of meat they can get, but dwarves are their preferred meals, not least because they often come with good ale.

CR 8
CE Large Humanoid (giant)
Combat Role: Brute

Abaasy are close combat brutes like most giants, though they lack even the rock throwing common to most giants. They do have a secondary role as debuffer through combat maneuvers and intimidation. Intimidation is augmented by Freezing Gaze(su), improving shaken effect to stunning. Abassy's also get a bonus to disarm and trips to use with their lash.

The best classes to advance them in are close combat ones like barbarian and fighter, especially if taking options that make for a stronger intimimancer.

At 14 intelligence Abaasy are fairly intelligent, making them potential mid-level leaders of bands of murderous humanoids.

When the Earthfall came a few communities of cyclops fled underground. By what ways they became Abaasy no one knows. Now these giants seek to regain their prophetic powers, seeing it as the way to rebuild the ancient cyclops empires.

When the flayed and gnawed remains of dwarves are found below the hold, the local militia quickly readies to search for the Abaasy responsible. In truth however it is a group of Derro hidden among the dwarves themselves who are committing the murders.

Though hard to manage, many drow consider Abaasy excellent mercenaries. The giant’s ability to freeze creatures with fear makes them particularly useful as slave takers.

Monsters of Porphyra 3 97

Sunday, 10 May 2020

Abaia (CR 13)

The Abaia is a giant freshwater eel, they reside in pristine lakes deep in the wilderness. These good-natured beings seek to defend their homes from being exploited or despoiled. Their great size alone,  large enough to create tidal waves with a slap of their tails, would be threat enough, but they also command powerful water magic to defend their homes.
To those who respect their lakes however, Abaia can give wise council and fair judgment. The long lived eels often guide and protect generations of locals.

The Abaia has also been statted for Bestiary 4, but this version is a Porphyra RPG update of the version that first appeared in 4 Winds's Tome of Monsters.

Marabulo is an ever-boiling crater lake, but is it said that those who can survive a bath in its depth are granted the ability to make boiling water shoot from the ground.

There are two villages on the island, the Locathahs in the bay, and the Strix on the peak. Guided towards peace by their respective deities. Recently the Abaia and Couatl have been at odds, and a neutral party is needed to help resolve the issue.

A friendly benefactor of the PC’s has not heard from a friend for a long time, and he needs the party to check the remote mountain lake for any clues. The benefactor will supply the potions of waterbreathing.

- Monsters of Porphyra 3 10

Saturday, 9 May 2020

A'peril (CR 6)

This apparel is truly a peril. There, jokes done.

The A’peril is a sourcerously created hybrid of cloaker and mimic. They wait until their victim puts them on, whereupon they do as all mimics do. That is they adhere to the unfortunate humanoid and attempt to strangle them to death. Attacking a grappling A’peril is a risky proposition, for their victim usually takes as much damage from an attack as the A’peril.

An unusual attribute of the A’peril is its preference for living in close proximity to humanoids. Generally clever enough to target lone prey and smart enough to hide the scant remains of its victims well, a single A’peril is capable of decimating an entire village or castle over time.

The wedding went horribly wrong when the new house cloak of the bride sprang to life and nearly strangled her. Now the two mightiest houses of the realm are on the edge of civil war.

The room you enter contains a floor, four walls, and a ceiling. There is a wardrobe with several sets of clothing and hats, a table with a few chairs and a weapon rack with a set of spears. All in all this completely unassuming room is clearly and entirely significant, nonthreatening and obviously harmless.

The No’peril is a variant whose aggressive instinct has been reduced. So long as it is well fed it will defend its wearer from aggressors with its slam attacks.

- Monsters of Porphyra 3 9

Friday, 8 May 2020

Purple Duck Games' Monsters of Porphyra

The Patchwork Planet of Porphyra, the custom campaign setting of Purple Duck Games, is composed of pieces of many other worlds, brought there when the gods invaded and laid low the Elemental Lords who ruled before. It is a place whose inhabitants come from vastly different places and origins.
Suffice it to say there are a lot of strange and diverse creatures that call the place home, ready to be enemy, ally or passerby. To that end Pauple Duck Games has so brought out three large bestiaries: Monsters of Porphyra 1, 2 and 3.

Seeing as the Path of ... Series has no monsters in it it seemed like a good second set of books to start going over, to add some diversity and not because I wanted an excuse to buy the third installment 😉.
The two series will run separately and mostly switch of depending on which I more feel like doing at the time.

For the latest installment, Monsters of Porphyra 3, it is important to note that it is made for the Porphyra RPG. This is a continuation of PF1, the same way that is a continuation of D&D3.5.
Porphyra RPG is basically fully compatible with Pathfinder 1e and vice versa, though if I find anything that might present a problem I will note it in the relevant creature entry.
The third bestiary itself specifically calls out poisons as a point of difference:
  • All poisons have a frequency of 1/round unless listed otherwise.
  • Poisons do not have a fixed duration. When you are poisoned, you are poisoned until cured or until the poison kills you.
  • Poisons deal damage equal to their (DC-10) each round as poison damage.
In short there are no nonlethal poisons on Porphyra.