continued
Ranger
Not much here...
· Snakebite (SpC, Rng 4, Sor/Wiz 3): One of your arms becomes a poisonous (2 Con/2 Con) snake. Interesting visuals, though Gutsnake is cooler. For the effect, cast something else.
How to debilitate: Spells II
Sorcerer/Wizard
These classes are the (potentially) most powerful and versatile debilitators you'll ever meet. Sorcerers must pick their spells with care, of course, but some options here are simply awesome even for them.
· Touch of Fatigue (PHB, Sor/Wiz 0): Causes Fatigued condition for a short time (1 rd/lvl). Very mild for having to make a touch attack and allowing a Fort save to negate. But hey, it’s debilitation with a cantrip!
· Chill Touch (PHB, Sor/Wiz 1): Very mild Str damage (1 point) on failed Fort save on top of very little damage. Not impressive.
· Death’s Call (CM, Hex 1, Sor/Wiz 1): Not bad for 1st level. You deal a little damage in an area and fatigue the targets. A Fort save negates the fatigue only.
· Karmic Aura (CM, Hex 1, Sor/Wiz 1): Whoever attacks you or casts a spell at you must make a Fort save or become fatigued (non-self stacking, lasts only for 3 rounds).
· Ray of Clumsiness (SpC, Sor/Wiz 1): This works exactly like Ray of Enfeeblement, except it targets Dex. Dex is usually a little weaker to attack than Str. Still, solid spell.
· Ray of Enfeeblement (PHB, Sor/Wiz 1): This is the number one low level debuff in core, and possibly without as well. 1d6+1/2 CL Str penalty really takes the wind out of any big mofo to threaten your Wizard with something sharp. Excellent debilitation!
· Reduce Person, and Reduce Person, Mass (PHB, Sor/Wiz 1, 4): Usually seen as a light buff for casters, this also imposes a –2 penalty to Str, among other melee debuffage. Reducing an enemy NPC has some potential, but is still probably not worth your time. You might actually get some mileage out of the Mass version if you’re fighting a bunch of Humanoids.
· Shivering Touch, Lesser (Frost, Clr 1, Sor/Wiz 1): Deal 1d6 Dex damage with a touch, no save. A good one for the level, though Ray of Clumsiness will likely be more useful.
· Spirit Worm (SpC, Sor/Wiz 1): Deal 1 point of Con damage per round for 1 rd/CL. The target may negate and end the spell with a Fort save each round. It’s also a touch attack spell. No, not even a mere 1st level spell should be this weak!
· Crystalline Memories (CM, Sor/Wiz 2): For the sake of completeness... you concentrate for 3 rounds, then deal piddly damage and 2 Int damage to the target. Why would you do so? So you get a “crystallised” single memory straight from the target’s brain.
· Delusions of Grandeur (SpC, Brd 2, Sor/Wiz 2): Interesting Phantasm spell that, alongside more potent effects, also inflicts a –2 Wis penalty.
· Escalating Enfeeblement (CM, Sor/Wiz 2): This is a Ray of Enfeeblement (and works exactly the same), except it deal 1d10+1/2 CL Str penalty if your target is already fatigued, exhausted, or has taken damage to a physical ability score. Now is this really a worthy 2nd level spell? I guess so. Only goes to show how good Ray of Enfeeblement is. BTW, the two explicitly don’t stack.
· Increase Virulence (PHB2, Ass 2, Brd 2, Blk 2, Sor/Wiz 2): Make a poison more potent, increasing its save DC by +2. Works on manufactured poisons as well as venomous creatures. OK one.
· Kelgore’s Grave Mist (PHB2, Sor/Wiz 2): Good spell that fatigues and deals light cold damage in an area, no save, for several rounds. Recommended.
· Numbing Sphere (Frost, Drd 2, Sor/Wiz 2): This is very similar to Flaming Sphere, but instead of piddly fire damage it deals even less cold damage, plus 1d4 Dex damage (Ref negates). This is actually not bad as a deterrent.
· Phantasmal Assailant (SpC, Sor/Wiz 2): Phantasmal Killer’s little brother, this one doesn’t kill. Instead it does 8 points each of Wis and Dex damage, with a Fort save to halve the ability damage (Will negates entirely, as Phantasmal Killer). Definitely not shabby for 2nd level, even though Wis and Dex is a weak target profile for debilitators.
· Pyrotechnics (PHB, Brd 2, Sor/Wiz 2): Apart from obscuring all vision, the smoke cloud effect imposes a –4 penalty to Str and Dex (Fort negates). Though rarely commented on, this is not a bad spell if you have a source of fire handy. Not as good as some other 2nd level spells, though.
· Ray of Stupidity (SpC, Sor/Wiz 2): A ray that deals 1d4+1 points of Int damage. While this is less in amount than Ray of Enfeeblement and targets a weaker stat, it will still one-shot animals and quite a few other foes, because it’s damage, not a penalty.
· Sap Strength (BoVD, Clr 2, Sor/Wiz 2): Exhaust a target with a touch (Fort negates). If they do anything but rest, they stay exhausted. Actually not a bad spell, in spite of the illogical [Evil] descriptor.
· Shadow Spray (SpC, Sor/Wiz 2): Deals 4 points of Str damage, plus 1 round of dazing. Not bad. You will choose Ray of Enfeeblement over this most of the time, though.
· Summon Swarm (PHB, Brd 2, Drd 2, Sor/Wiz 2): Can disease or poison the target(s). Rat swarms cause filth fever (Fort DC 12, incubation 1d3 days, 1d3 Dex, 1d3 Con), which likely isn’t much help. Spider Swarms have a weak Str poison (Fort DC 11, 1d3 Str/1d3 Str). May be useful.
· Touch of Idiocy (PHB, Sor/Wiz 2): 1d6 penalty to Int, Wis, and Cha is nice. No save is also nice. The only thing I don’t like is the “touch” part, but still. Recommended spell, especially with Spectral Hand. Very valuable against casters, though much less so against most other threats.
· Bloodsnow (Frost, Clr 2, Drd 2, Sor/Wiz 3): As long as there’s snow, this spell is outright broken for the level. You cause snowy ground in a huge area to nauseate everyone touching it, and to take 1d2 Con drain (Fort negates both effects). Lasts several rounds.
· Contagious Fog (SpC, Sor/Wiz 3): This ain’t bad for the level. It’s an area effect similar to Cloudkill, but causes 1d8 Dex damage instead. The fixed Fort save DC to negate is very easy, though.
· Dread Word (BoVD, Sor/Wiz 3): You deal 1d3 Cha drain to a single target (Fort negates). Wouldn’t memorize this even if it were a cantrip!
· Hood of the Cobra (CM, Hex 3, Sor/Wiz 3): Interesting in that it is an illusion spell that deals Con damage. Otherwise, not so great, as it puts you in melee, the target can negate the whole spell with a Will save, and each instance of 1d6 Con damage (which you deal as a standard action touch attack) is negated with a Fort save.
· Karmic Backlash (CM, Hex 2, Sor/Wiz 3): Like Karmic Aura, but exhausted, and lasts for only 2 rounds. Still, exhausted is a heavy debuff.
· Mind Poison (SpC, Sor/Wiz 3): This is a Poison spell that deals Wis damage instead of Con. Wis isn’t as good to target as Con. But now your Sorcerer can do it... Still bad.
· Ray of Exhaustion (PHB, Sor/Wiz 3): Causes the Exhausted condition on a failed save, which is a pretty heavy debuff. Still causes Fatigue on a successful (!) save – which is self-stacking. Nice spell.
· Shivering Touch (Frost, Clr 3, Sor/Wiz 3): You’ve heard about this spell. It deals 3d6 Dex damage, no save, with a touch. Broken as far as I’m concerned, has earned an especially nasty reputation as a one shot Dragon killer. Add a save, and this fits in the same league as the rest of the spells we’re looking at here. The way it is, it’s (too) awesome.
· Snakebite (SpC, Rng 4, Sor/Wiz 3): One of your arms becomes a poisonous (2 Con/2 Con) snake. Interesting visuals, though Gutsnake is cooler. For the effect, cast something else.
· Spider Poison (SpC, Ass 3, Sor/Wiz 3): A weaker version of Poison that deals 1d6 Str/1d6 Str damage instead. You know which spell debilitates Str more effectively, at range, don’t you?
· Thin Air (Frost, Clr 2, Drd 2, Sor/Wiz 3): You cause Altitude Sickness, dealing 1 point of damage to all ability scores. Damaging all stats at once seems very nice indeed. If only we could do something more than a single point!
· Vipergout (SpC, Sor/Wiz 3): You begin to spit out celestial or fiendish Vipers. These can poison your enemies. But you’d probably rather not want to regurgitate vipers from out of nowhere, anyway, would you?
· Bestow Curse (PHB, Clr 3, Sor/Wiz 4): -6 penalty to any ability score. Permanent! Needs a touch attack. For a debuff, other curse options are probably better. For pure debilitation, cast something else instead.
· Bloodstar (SpC, Sor/Wiz 4): This spell adds insult to injury whenever the target is damaged, dealing 1 point of Con damage (Fort negates). I’d pass, as even Con damage is too mild at 1 point/hit so long as the target may still roll a save.
· Call of Stone (PHB2, Drd 4, Sor/Wiz 4): Inflicts a cumulative –2 Dex penalty per round, as well as reducing the target’s speed by 10’. Fort negates that round’s effect only. Nice spell, if not overwhelmingly so.
· Contagion (PHB, Clr 3, Drd 3, Sor/Wiz 4): Your touch causes one of 7 diseases, with no incubation period. Best choices are probably Blinding Sickness (1d4 Str plus Blindness), Shakes (1d8 Dex) and Slimy Doom (1d4 Con). All in all, not an impressive spell.
· Corporeal Instability (SpC, Sor/Wiz 4): Good spell for taking an enemy out of the picture for a few rds. The 1 point of Wis drain each round isn’t that interesting, though.
· Mindfrost (Frost, Sor/Wiz 4): You deal 5d6 damage to the target and also inflict 1d4 Int damage (Fort half). I’d pass.
· Rusted Blade (CM, Ass 3, Drd 3, Sor/Wiz 4, Wu Jen 4): Enchant a blade so it infects targets hit with Filth Fever (Fort negates). Now whyever would you want to do that?
· Sinsabur's Baleful Bolt (UE, Sor/Wiz 4): Line effect out to medium range deals 1d3+1/4 CL Con and Str damage. This is an AoE spell, meaning it's sculptable. Reflex saves for half, but this is not a bad spell all in all.
· Touch of Years (CM, Sor/Wiz 4): Your touch deals 3 points of drain to all physical ability scores (Fort negates). This repeats every 24 hours. If you cast the spell on the same target again, it is permanently blinded and deafened. Apart from being a good way to take revenge on a hated enemy, the base effect is not bad in itself.
· Channeled Lifetheft (CM, Sor/Wiz 5): You deal some damage to the target and gain some commensurate temporary HP. You also render the target fatigued or even exhausted. Damage, temporary HP and status effect depend on how much time you decide to spend casting this spell (up to 2 rounds).
· Cloudkill (PHB, Sor/Wiz 5): Creatures with 4 to 6 HD take 1d4 Con damage even on a successful (!) Fort save. Creatures with more HD take 1d4 Con damage on a failed save, half that on a successful (!) save. Excellent crowd control. If only the damn thing would stay in place! Blue for the AoE.
· Cryptwarden’s Grasp (CM, Sor/Wiz 5): You infect the target with Mummy Rot (1d6 Con and 1d6 Cha). Unnecessary spell.
· Feeblemind (PHB, Sor/Wiz 5): Reduces Int and Cha to 1, instantaneous (!) duration. Not true ability damage, and neither is it a penalty (?). Still doesn’t stack with ability penalties, which can’t reduce a score below 1. A possible battlewinner vs. arcane casters, who get a nice penalty to their save against this spell and are reduced to knowledgeable Commoners when they fail.
· Fever Dream (CM, Brd 5, Sor/Wiz 5): You make the target exhausted (fatigued with Fort save), and it must make Concentration checks to cast spells. A will save negates the whole effect. Not so great for 5th level.
· Nightmare (PHB, Brd 5, Sor/Wiz 5): Leaves the target fatigued. More of a roleplaying/plot spell than anything else.
· Night’s Caress (SpC, Sor/Wiz 5): Your touch deals up to 15d6/CL HP damage, as well as 1d6+2 Con damage. This would be a highly damaging spell against a single foe, but they get Fort to negate the Con damage. Furthermore, it’s a touch spell. Not so good as it seems at first glance.
· Toxic Weapon (PHB2, Dusk 4, Sor/Wiz 5): This works like the Poison spell, except it coats a weapon for a single attack. Why this is higher level escapes me.
· Waves of Fatigue (PHB, Sor/Wiz 5): Waves of Exhaustion’s little brother, this spell only makes its subjects Fatigued, and only in a 30’ cone. The fact that the fatigue caused by this spell isn’t even self-stacking for some reason makes the whole package rather useless.
· Prismatic Aura, Bow, Deluge, Eye, Ray, Sphere, Spray, Wall (PHB/CArc/CM/SpC, Sor/Wiz 5 [also Warmage 5], 7, 8, 9): The “green” (Poison) effect causes mild Con damage (1d6) even on a successful (!) save. This is not the reason (some of) these spells are interesting, though.
· Contagion, Mass (SpC, Clr 5, Drd 5, Sor/Wiz 6): Where Contagion is not impressive, Mass Contagion is outright atrocious. The save DCs of disease simply cannot keep up at the level this comes into play.
· Entomb (Frost, Drd 6, Sor/Wiz 6): Encase lots of targets (no AoE, you choose freely!) in ice, holding them in place, damaging them, and dealing 1 Con damage per round (Fort negates). Good spell.
· Fiendform (UE, Sor/Wiz 6): Polymorph into fiends summonable by Summon Monster I-V and gain all of its (Ex), (Sp), and (Su) abilities. This offers a lot of options, some of them useful to debilitators. Fiendish poisonous vermin are just the beginning.
· Ray of Entropy (SpC, Sor/Wiz 6): This is a remodeled Ray of Enfeeblement that inflicts a –4 penalty to all of Str, Dex, and Con instead of something meaningful to only one of the three. Oh, and it’s sixth (!) level.
· Spore Cloak (RoF, Clr 5, Drd 5, Sor/Wiz 6): Interesting buff that provides concealment and deters grapple, bullrush etc. by dealing 1d6 Con damage to anybody sharing your space (Fort negates).
· Choking Cobwebs: (CM, Sor/Wiz 7): A variation on the lowly Web spell, this one’s actually worse in some respects (better in others, but still). If you have two Choking Cobwebs spells overlapping, creatures entering the area are nauseated and take 1d4 Con damage (Fort negates). Quite unimpressive for 7th level.
· Symbol of Weakness (PHB, Sor/Wiz 7): Like all Symbol spells, very situational by virtue of 10 min casting time and highly expensive component. Deals heavy Str damage (3d6, Fort negates) to all in its area for 10 min/CL. Nice effect, but the setup is simply not worth it. If you can get it as a SLA, on the other hand...
· Waves of Exhaustion (PHB, Sor/Wiz 7): No save to exhaust all in a 60’ cone sound good? Well, it should be, being a 7th level spell. Would be great as a 5th level spell, I’m not so sure about it being 7th.
· Bestow Curse, Greater (SpC, Clr 7, Sor/Wiz 8): -6 penalty to two scores, or reduce one score to 1 (I’d assume this is a penalty as well). Well, sorry if I’m not impressed, but at this level, I’d expect something more, as all the weaknesses of regular Bestow Curse are still in force, and Feeblemind is 5th level.
· Blackfire (SpC, Sor/Wiz 8): 1d4 Con damage/round plus nausea isn’t bad. It’s an 8th level spell, though, and the target gets a save each round. Burning Blood does the same thing with HP damage instead of mild Con damage (so basically the same), and it’s only a 5th level spell. As I don’t see the 3 level difference, I’d pass.
· Flensing (SpC, Sor/Wiz 8): Piddly damage each round, and 1d6 Cha plus 1d6 Con damage. The target gets a save each round, so this is not worth its high level slot.
· Plague (PHB2, Clr 7, Drd 7, Sor/Wiz 8): This is basically Mass Contagion, except the disease progresses so quickly the targets must save every round. The save DC is, unlike most disease-inducing spells, that of the spell. While at such a high level you can get better bang for your buck, this is an OK spell.
· Steal Life (BoVD, Sor/Wiz 8): It’s your [Evil] gateway to immortality, although it doesn’t help in combat: drain 1 ability point/round, as long as you concentrate. Grow 1 week younger per point drained. Clearly, this is not debilitation as we understand it, but still a nice effect.
· Deadly Sunstroke (CM, Sor/Wiz 9, Wu Jen 9): I’ll not even describe what this spell does. Suffice to say it’s really, really, I mean, really bad.
· Weird (PHB, Sor/Wiz 9): Area effect Phantasmal Killer on steroids that also deals 1d4 points of Str damage for some reason. Still not good enough for a 9th level spell...
Warmage
Bit better than I expected, but still not impressive. However, just wait until Rainbow Servant kicks in, and take a look at the Cleric list...
· Chill Touch (PHB, Sor/Wiz 1): Very mild Str damage (1 point) on failed Fort save on top of very little damage. Not impressive.
· Ice Knife (CArc, Asn 2, Wu Jen 2, Warmage 2): Does a little damage and 2 points of Dex damage on a ranged touch (Fort negates). Even on a miss some minor damage in an area, but no Dex damage. Not worth it most of the time.
· Pyrotechnics (PHB, Brd 2, Sor/Wiz 2): Apart from obscuring all vision, the smoke cloud effect imposes a –4 penalty to Str and Dex (Fort negates). Though rarely commented on, this is not a bad spell if you have a source of fire handy. Not as good as some other 2nd level spells, though.
· Poison (PHB, Clr 4, Drd 3, Warmage 3): This is a strong poison (1d10 Con/1d10 Con). A Sudden Maximized Poison spell can ruin anybody’s day (except poison-immunes...). Good spell for Druids to cast long before combat, then wildshape while holding the charge to give your first attack some extra oomph. Unusually for spells, the Fort save DC depends on your CL instead of spell level, which is good. Many things are immune to poison, which is bad. All in all, average spell.
· Contagion (PHB, Clr 3, Drd 3, Sor/Wiz 4, Warmage 4): Your touch causes one of 7 diseases, with no incubation period. Best choices are probably Blinding Sickness (1d4 Str plus Blindness), Shakes (1d8 Dex) and Slimy Doom (1d4 Con). All in all, not an impressive spell.
· Prismatic Ray, Spray, Wall, Sphere (PHB, CArc, Sor/Wiz 5, 7, 8, 9, Warmage 5, 7, 8, 9): The “green” (Poison) effect causes mild Con damage (1d6) even on a successful (!) save.
· Waves of Fatigue (PHB, Sor/Wiz 5, Warmage 5): Waves of Exhaustion’s little brother, this spell only makes its subjects Fatigued, and only in a 30’ cone. The fact that the fatigue caused by this spell isn’t even self-stacking for some reason makes the whole package rather useless.
· Waves of Exhaustion (PHB, Sor/Wiz 7, Warmage 7): No save to exhaust all in a 60’ cone sound good? Well, it should be, being a 7th level spell. Would be great as a 5th level spell, I’m not so sure about it being 7th.
· Weird (PHB, Sor/Wiz 9, Warmage 9): Area effect Phantasmal Killer on steroids that also deals 1d4 points of Str damage for some reason. Still not good enough for a 9th level spell...
Wu Jen
Some surprisingly good exclusive spells here, but not that many options all in all.
· Cobra’s Breath (CArc, Wu Jen 1): Deal 1d3 Con damage in a small cone. Not shabby for a 1st level spell, if you’re a Wu Jen.
· Ice Blast (CArc, Wu Jen 2): Not bad in damage, and may fatigue targets in a cone. Good 2nd level spell due to the high damage cap, the fatigue is just (literal) icing.
· Ice Knife (CArc, Asn 2, Wu Jen 2, Warmage 2): Does a little damage and 2 points of Dex damage on a ranged touch (Fort negates). Even on a miss some minor damage in an area, but no Dex damage. Not worth it most of the time.
· Kiss of the Toad (CArc, Wu Jen 2): Weaker version of the Poison spell (1d6 instead of 1d10 Con damage). Not bad for second level.
· Poison Needles (CArc, Wu Jen 4): This spell allows several options, two of which are of interest here: your poisoned needles either deal Con (1d8/1d8) or Dex (1d10/1d10) damage. OK spell, especially since there’s no need to touch the target as with run-off-the-mill Poison.
· Rusted Blade (CM, Ass 3, Drd 3, Sor/Wiz 4, Wu Jen 4): Enchant a blade so it infects targets hit with Filth Fever (Fort negates). Now whyever would you want to do that?
· Snake Darts (CArc, Wu Jen 4): Very flavorful spell (swallowing live vipers is fun), that also deals 2d6/2d6 Con damage as a poison effect. This as a ranged spell that auto-hits and also does some HP damage. Very good one, even for 4th level. Better than Poison in every way.
· Water to Poison (CArc, Wu Jen 4): This creates a lot of poison doses (1 Con/1d8 Con, strangely Will negates), although the only poison you can produce is an ingested one. Thus, this spell is of limited use even under the best of circumstances.
· Withering Palm (SpC, Clr 7, Wu Jen 7): Deal 1/2 CL points each of Str and Con damage as a touch. Since it allows SR and a save to negate, this could be better – but it’s still OK. Can’t be metamagicked easily to increase debilitation, though. Is also capped at 10 points of ability damage. Hmm.
· Deadly Sunstroke (CM, Sor/Wiz 9, Wu Jen 9): I’ll not even describe what this spell does. Suffice to say it’s really, really, I mean, really bad.
Corrupt spells
These are, generally speaking, not worth it.
· Lahm’s Finger Darts (BoVD, Corrupt 2): 1d4 Dex damage... per finger you permanently sacrifice! Is black if you have regeneration.
· Red Fester (BoVD, Corrupt 3): Touch a target to deal 1d6 points of Str damage and 1d4 points of Cha damage (Fort negates). Take 1d6 Str damage in return. Somehow, this doesn’t balance out to a useful 3rd level spell to me.
· Rotting Curse of Urfesta (BoVD, Corrupt 3): 1d6 Con damage to a single target, plus another 1d6/hour. Instantaneous duration: they’re already dead, they just don’t know it yet. Might be useful some of the time, if you can mitigate the corruption cost.
· Serpents of Theggeron (BoVD, Corrupt 3): Your arms turn into poisonous (1d6 Str/1d6 Str) serpents. Would be OK, if you didn’t need your arms to cast. FAIL!
· Power Leech (BoVD, Corrupt 5): You deal 1 point of ability drain (your choice) per round, and gain a similar enhancement bonus to your score. Looks interesting at first glance, but is hard to set up to work efficiently.
· Chain of Sorrow (HoH, Corrupt 7): You deal 2d10 Wis damage to one target. If it fails its save for half damage, it will transmit the spell to an ally by touch, who is then similarly affected and so on. Sounds like fun, and great amounts of Wis damage are hard to come by.
· Plague of Nightmares (BoVD, Corrupt 8): Target cannot regenerate, and takes 1d4 Cha drain/day. Exceedingly useless.
Summon Monster X, Summon Nature’s Ally X, as well as the Planar Ally and Planar Binding lines of spells are just too much to sum up here. There are all manners of interesting creatures with debilitating abilities you can summon/call with these. Get creative!
How to debilitate: Invocations
Warlocks can be debilitators too! Not very good ones, though.
· Curse of Despair (Lesser): As Bestow Curse, can give a permanent –6 penalty to any one ability. OK at best.
· Enervating Shadow (Greater): -4 penalty to Str for 5 rounds doesn’t seem to warrant a greater invocation. It’s weaker (heh!) than Ray of Enfeeblement!
· Hellrime Blast (Lesser): This eldritch essence imposes a –4 Dex penalty to the target of your eldritch blast. You have better things to do with your lesser invocations.
· Mask of Flesh (Lesser): You deal a -1d6 Cha penalty, and you look like the target. Sounds fun but rather limited.
· Miasmic Cloud (Least): A cloud centered on you which fatigues all who enter for a short time. There’re better invocations, and better ways to produce ability penalties.
· Summon Swarm (Least): See spell description for details. Good least invocation, best swapped out once you get better attacking powers.
How to debilitate: Psionic Powers
This section was kindly provided by Zemyla! All credit goes to him, since I haven't the first idea about psionics.
* Affinity Field (XPH, Psion/Wilder 9) and Affinity Field, Pain (CP, Pain and Suffering 9, Psion/Wilder 9): Any ability damage you take, all creatures in the area take. Fort negates. Save this for creating horribly broken infinite loops, not debuffing.
* Astral Construct (poison touch option) (XPH, Shaper 1): 1 Con/1d2 Con, Fort negates. You need to be creating at least a 4th level construct with this power, which requires you to be 7th level. Note that this is on every attack, so if you're an astral construct-focused manifester, this is a not terrible choice.
* Crystalstorm (CP, Psion/Wilder 2): 1d4 Con + 1 Con/2 PP, Fort negates. Deals damage on top of the Con damage, and requires a ranged touch attack, but has no SR. Not terrible, but augmentation isn't that great.
* Ego Whip (XPH, Psion/Wilder 2): 1d4 Cha + 1d4 Cha/4 PP, Will half. A nice, big chunk of Cha damage (a maximized, twinned Ego Whip can deal 22.5 Cha damage on average, and that is a house.
* Entangling Ectoplasm (XPH, Psion/Wilder 1): Entangle a creature with a ranged touch attack. No save, no SR. Damn nice at low levels, and pretty good even at higher ones.
* Larval Flayers (CP, Psion/Wilder 2): Summons 1d3 larval flayers. Each one has an ability that lets it deal 1d4 Int damage a round, but no more than 4 total. Augmenting allows you to have the flayers already stuck to a foe. Actually a pretty fair choice.
* Mindfire (CP, Psion/Wilder 3): Gives the target mindfire, dealing 1d4 Int right away and 1d4 Int each day after, Fort negates. Since you probably can't give a creature the same disease more than once, this is fairly useless.
* Prevenom and Prevenom Weapon (XPH, Psychic Warrior 1): They're the same, except one affects a claw and one affects a weapon. 2 Con + 2 Con/6 PP, Fort negates. Like poison, the save DC is based on your manifester level. At the base level, it's like dealing an extra HD worth of damage. Higher augmentation is too pricey to be useful.
* Psychic Vampire (XPH, Egoist 4/Psychic Warrior 4): 2 Int, Wis, or Cha, Fort negates. Though specifying the type of damage is good, requiring a touch attack isn't. Also, against a psionic foe, it will simply drain power points instead of dealing ability damage.
* Shadow Eft (CP, Psion/Wilder 4): Summons a shadow eft, which can use truevenom 3 times a day. Since truevenom isn't that good, and the shadow eft isn't that good a creature, the power in all is mediocre.
* Strength of My Enemy (XPH, Psychic Warrior 2): 1 Str, no save. This power is great because when you deal Str damage, you get the same amount as an enhancement bonus to your Str. It's not just a debuff, it's a buff as well.
* Truevenom and Truevenom Weapon (XPH, Psychic Warrior 4): 1d8 Con/1d8 Con, Fort negates. Not as good as poison, because it requires an actual attack, and can't be augmented to increase the save DC. It's not even as good as prevenom.
How to debilitate: Maneuvers
Straight up debilitation is mostly the province of the Shadow Hand discipline, although others offer a little something here and there. However, quite a few maneuvers support and complement other sources of melee debilitation (often by granting extra attacks).
Diamond Mind:
· Avalanche of Blades (Swordsage 7, Warblade 7): make lots of attacks, as long as you hit. This is good if your debilitation piles on with every attack
· Diamond Nightmare Blade (Swordsage 8, Warblade 8): make a Concentration check to deal four times your normal melee damage. Use with a Wounding Weapon, and caution.
· Mind Strike (Swordsage 4, Warblade 4): on top of normal damage, you deal 1d4 Wis damage (Will negates). I don't see a point to this, since maneuvers are hard to spam, and that little Wis damage won't help you out in a melee.
· Ruby Nightmare Blade (Swordsage 4, Warblade 4): as the Diamond version, but only double damage. Still great for the level.
Iron Heart:
· Adamantine Hurricane (Warblade 8): make two attacks against every adjacent creature... hmm. Situational, but with a maneuver like this, you're going to seek out that situation. Multi-debilitation, here we come.
· Mithral Tornado (Warblade 4): like its bigger brother Adamantine Hurricane, even though you'll only get one attack per enemy. However, the lower level means it can be interesting for multiclass characters, as well. Something that can channel a spell would be nice with this. Saves lots of feats on Whirlwind attack.
Shadow Hand:
· Bloodletting Strike (Swordsage 5): your attack deals an extra 4 points of Con damage (Fort half). I actually think this is a little high in level, even though the save only halves the Con damage and doesn't negate it completely.
· Drain Vitality (Swordsage 2): as Bloodletting Strike, but only 2 points of Con damage (Fort negates). Hmm, this is really very little debilitation, you'll usually just shave off a few HP here and there with this.
· Five Shadow Creeping Ice Enervation Strike (Swordsage 9): the Shadow Hand capstone. On top of lots of bonus damage, you randomly deal either 2d6 Dex or 2d6 Str damage, or both. You also inflict additional status effects of a short duration (Fort negates, and halves the ability damage), of which one is, strangely, another 2d6 Con damage (with a duration of 1d6 rounds?!). Strange, random effect, hard to rate. Let's say it just stays black for now, shall we?
· Strength Draining Strike (Swordsage 3): your attack deals an extra 4 points of Str damage (Fort half). This is OK for the level, I think, but even the full 4 points of Str damage won't take your foe out, just debuff him a little.
Stone Dragon:
· Bonesplitting Strike (Crusader 4, Swordsage 4, Warblade 4): Your attack deals an extra 2 points of Con damage (no save). Irresistible Con damage? Sign me up... wait, what's the level again?
· Mountain Tombstone Strike (Crusader 9, Swordsage 9, Warblade 9): Stone Dragon's capstone, this attack simply deals an extra 2d6 points of Con damage. I'd take Iron Heart's fixed 100 damage over that any day of the week. Your target must have more than 30 HD to make this better on average! Not to mention that some monsters can't be Con damaged...
Tiger Claw:
· Hamstring Attack (Swordsage 7, Warblade 7): Just 1d8 Dex damage and a speed penalty, with a Fort save to halve both effects? Not worth our time at this level. We don't want to inflict minor inconvenience, we want to inflict death and suffering!
· Raging Mongoose (Swordsage 8, Warblade 8): Make two extra attacks this round, four if you're wielding two weapons. Who wouldn't like that? Very high level, though.
How to debilitate: Feats
Metamagic:
· Chain Spell (CArc): Why not debilitate many opponents at once? Not great, but OK for the cost. This gets nasty with metamagic cost reducers.
· Empower Spell/Sudden Empower (CArc): This is good for many spells that cause ability damage, as that damage is most often expressed in dice, not in fixed numbers, meaning you can empower the spells’ effects. An Empowered Ray of Enfeeblement is only a 3rd level spell, but causes from 9 to 16 points of Str penalty at CL 10. With an average of 12.5, this is better than Shivering Touch and targets Str instead of Dex. Although it only inflicts a penalty, not damage, you can do this at range!
· Fell Weaken (Libris Mortis): This is crazy good. 4 points of Str penalty with no save, added onto any kind of damaging spell? How does Fell Weaken Magic Missile sound to you? Yeah, that’s right, take the fight out of 5 opponents at the same time, no save, no nothing. Only +1, very nice with AoE or multiple target spells.
· Maximize Spell/Sudden Maximize (CArc): Not as good as Empower Spell. The sudden variant might be worth it for a 1/day heavy debuff or even instant finisher, if nova-ing is your thing, and in low level or E6 games.
· Reach Spell (CDiv): So you can apply Chain to touch spells. A Chained Reach Shivering Touch can take down... well, several dragons at once, should you ever have the misfortune to meet them.
· Repeat Spell (CArc): Twin Spell but suckier. Forget this exists at once (you probably had, until reading about it here).
· Sculpt Spell (CArc): This is just great in general, and if you have a way of applying ability damage to an area spell (like Fell Weaken, for example), it just becomes better.
· Split Ray (CArc): This is great! Split that Escalating Enfeeblement to hit both Trolls at once! Or a Ray of Exhaustion for a no-save auto-exhaust. And only +2 spell levels to boot.
· Twin Spell (CArc): Expensive, but with ability damage or drain (NOT penalty), this can be worth it. Try to get some metamagic cost reducer on there, though.
· Widen Spell (CArc): May not sound too bad on a Fell Weaken Entangle spell. 80’ radius is HUGE. But 40’ radius is usually enough. And three levels higher... I don’t recommend it.
Combat Oriented:
· Battle Jump (UE): Deal double damage with a jumping charge. Much like Spirited Charge or Headlong Rush, this can be used to deal great amounts of debilitation if you have a weapon or power which does so.
· Cleave: A bonus attack with your Wounding weapon is never wrong. Not such a bad feat as some make it out to be.
· Disemboweling Strike (CS): Forego 4d6 sneak attack damage to deal 1d4 Con damage instead. Whether this is worth it depends heavily on the kind of opponent you’re fighting. By pure arithmetic, you’ll fare well with this feat if your opponent has more than 11 HD (at 11 HD, an average 2.5 Con damage results in 13.75 HP damage, almost as much as your average 4d6) – and that doesn’t even count the Fort save reduction. So, this can be good at high levels. Forget about killing anybody by bringing Con to 0 in this way, though.
· Dual Strike (CAdv): Good if you debilitate with each melee attack. There’s better ways of doing it, though, like Pounce, for example.
· Great Cleave: This sucks. Very situational, and just takes too many feats.
· Maiming Strike: Another ambush feat, for 2d6 points of Sneak Attack damage you forgo, you deal one point of Cha damage. Must check if you can forgo e.g. 6d6 SA damage to deal 3 Cha damage, which would be awesome! If not, it's still solid.
· Manyshot/Greater and Rapid Shot/Improved: Good if you have an ability damaging or draining bow or ammunition.
· Savvy Rogue (CS): A Crippling Strike sneak attacker wants this! Even sneak-immune targets are Str damaged now! Also a good feat in other regards, pity so few Rogues take so many Rogue levels.
· Spirited Charge: Interesting with a Wounding lance.
· TWF/Improved/Greater: This is good if you have a class or racial ability that deals ability damage or drain on every attack (such as the Rogue’s Crippling Strike special ability). Also good with 2 Wounding weapons.
· Weakening Touch (CWar): Lots of prereqs, and the effect is limited: make a touch attack to inflict a -6 Str penalty for a minute, noncumulative, and you forgo regular damage. No save, though, so it’s not a total writeoff.
· Whirlwind Attack: This is situational and requires lots of feats to pull off. However, if you’re an Enlarged Duskblade with a Wounding Spiked Chain and full attack channel a Fell Weakening Vampiric Touch, this can pay off quite nicely.
Other:
· Animal Devotion (CC): Usually a highly recommended feat, though not for the mildly debilitating bite attack you can get here. 1d3 Con damage (Fort negates) just won’t cut it. Red for our purposes.
· Arcane Thesis (PHB2): For that one, all-powerful debilitation. Not too bad on Ray of Enfeeblement, actually. A Split Empowered Maximized Twinned Ray of Enfeeblement is now 8th level for you and inflicts 2d6+54 points of Str pen. That Great Wyrm Red Dragon you’re fighting is now at Str 1. Your fighter might be able to grapple and pin it. Have fun.
· Debilitating Spell (HoH): 2/day (4/day with severe taint), you can add either 2 points of Con or 4 points of Wis damage to a damaging spell. Requires you to have at least moderate taint. Waste of a feat.
· Debilitating Strike (HoH): 2/day (4/day with severe taint), you can add either 2 points of Con or 4 points of Wis damage to a melee attack. Requires you to have at least moderate taint. Similarly, waste of a feat.
· Drowning Glance (CM): Reserve feat that lets you render a target exhausted for 1 round, fatigued with a Fort save. You’re better off with other Reserve feats.
· Improved Familiar: Some very good choices, lots of variety. This is good for Duskblades, Hexblades, and generally all Gishes, as the familiar uses your attack and save bonuses as well as half your HP. Lots of options for the debilitator. Special mention for the Eyeball Beholderkin, which can deliver your touch spells at a range. Sweet debilitation options there!
· Inscribe Rune [item creation] (FRCS): Fix a spell to a surface of your choice (how about a weapons striking bit?). The first creature to touch the surface is targeted by the spell. Endless possibilities, be creative.
· Metamagic School Focus (CM): So you can more easily apply all the metamagic you want.
· Natural Spell: You’re a Druid, you already have this. Now you can cast Twinned Empowered Poison while in Dire Bear form.
· Necropolis Born (): You get, among other useless SLAs, Touch of Fatigue 1/day. Bad. Don’t take.
· Obtain Familiar (CArc): If you’re an arcane caster without a familiar, you want this. For a debilitator, (pick the snake or) use the familiar to deliver debilitating touch spells.
· Penetrating Shot (PHB2): Excellent with a Wounding bow, excellent without.
· Poison Expert (): If poison is your chosen method of debilitating, you might consider this. Still, very, very narrow for the little effect it has.
· Poison Master (): Why this has to be a second feat escapes me. Even if Poison Expert and Master were rolled into one, it’d be mediocre.
· Serpent’s Venom (CDiv): Wild Feat that gives you a secondary bite attack, which is poisonous (1d6 Con/1d6 Con, save DC is Con-dependent). Not absolutely horrid, but Druids are usually too feat-strapped for this and have better things to do with their Wild Shape uses.
· Soul of the North (): Some crappy SLAs, usable 1/day, Chill Touch among them, which isn’t really a prime method of debilitating your opponent or doing anything else really.
· Venom’s Gift (CC): This Wild Feat works a bit like Serpent’s Venom, but has a much weaker poison effect attached. Bonus points for the funny name (to me as a German native speaker), though! [COMPETITION: whoever first spots this and can explain what I mean gets a cookie. German native speakers excluded!]
How to debilitate: Items
Nonmagical:
Tanglefoot Bag: These things are nasty. As can be guessed from the name, they entangle the target (as a touch attack, to make matters worse). Best used in conjunction with a Silence spell, then hurled against enemy spellcasters. The ability penalty is only the smallest part of this, of course.
Net: Entangle target as a touch attack, but takes an exotic proficiency. Not worth your time.
Potions:
Not much use for these in general, but your DM might let you make oils of all manner of debilitating spells (Ray of Enfeeblement and Ray of Clumsiness come to mind). These might be interesting to apply to a weapon.
Rings:
Spell Storing, Minor/Major: These are very nice in that they let people other than casters inflict debilitating spells.
Rods:
Metamagic Rods: Some of these are good with your debilitating spells, escpecially Empower, Extend, Maximize, Quicken, Chain, and Sculpt.
Also, see weapons for more rods (:-b)
Shields and Armor:
The Spiteful Imp (?): Nice animated buckler that can spit poison 1/day (like the spell with a fixed save DC).
Poison Spike Armor (BoVD): This works like regular armor spikes plus a weak poison (1d3 Str/1d3 Str, DC 16). Not fantastic, but only a +1 price.
Weapons:
Diseased : This is a +1 enchantment that infects struck targets with Filth Fever. A DC 12 save negates, though. Do the math.
Marrowcrushing (BoVD): This +3 enchantment works like a Wounding weapon. Re-read and you’ll understand the coloring.
Spell Storing: We have a winner! This enchantment is just awesome in general, and becomes even more awesome when the weapon holds an ability damaging, draining, or penalizing effect. This is really cheap, too, at the cost of only a +1 enhancement. I’ve seen a fight with a dragon end in round one due to good prep and the Barbarian using a Spell Storing shortsword (guess what spell was stored).
Strength Sapping (BoVD): This is a +2 enchantment which exhausts the target if it fails a Fort save (DC 15). As it works with every hit, this is not bad actually.
Valorous (UE): Deal double damage on a charge. If you deal ability damage with each attack, this is likewise doubled. Also cheap, only +1!
Wounding: This deals 1 point of Con damage on every hit, which is not multiplied on a crit – but probably on hits which deal multiples of your damage (Spirited Charge with a Wounding Lance from a Hasted Whirling Frenzy Lion Totem Barbarian, anyone?). At the cost of a +2 enhancement, this is not a bad deal. No use against Undead, Plants, Constructs, Elementals and Oozes, though, which limits its usefulness quite a bit.
Dagger of Venom: Not too good for its price, mostly due to the easy save and the 1/day bit.
Kerrenderit Arrows (RoF): +1 Wounding arrows made of ice. These melt if kept exposed for too long (keep them in Ehlonna's Quiver), but are a bit cheaper than regular +1 Wounding arrows. Not bad.
Rapier of Puncturing: Very expensive, it not only is a Wounding weapon but can also be used to deal 1d6 Con damage on a touch attack 3/day. Crit-immunes are immune to this effect, though.
Spear of Impaling (RoF): +1 Wounding Shortspear that gets extra attacks vs. Elves and Dwarves. Much too circumstantial for the great cost (~32,000), and who fights with a Shortspear anyway?
Spectral Dagger (UE): This isn't really a dagger, but a continuous Chill Touch effect. Now Chill Touch is not a great spell even for debilitators, but this is still a great weapon if your damage and debilitation come from other sources: every attack with it is a touch attack, but you can still use it like a weapon (iterative attacks, TWF, the works). Good for Crippling Strike Rogues etc., and at 20,000 gp, you can afford two.
Viper Rod: This is a weapon, although it is crafted as a rod. 1/day, this can add a nasty 1d10 Con poison (easy save at DC 14, though) to all of your attacks with it for 10 min. Not bad, although you have to be evil to use it.
Rod of Withering: This is a weapon, although it is crafted as a rod. This seems to be the be-all, end-all of ability damage. Every single touch attack with this mean little rod deals 1d4 Str and 1d4 Con damage! Only thing to spoil your party is the DC 17 Fort save to negate. Too bad, but this is still a potent weapon well into the mid levels. Especially nice for Sneak Attackers!
Other:
Aroma of Curdled Death: This is a Cloudkill spell in a bottle. Only usable once.
Collar of Venom (BoVD): This collar envenoms all of your natural attacks (1d10 Con/1d10 Con, DC 14). That’s quite potent right there, except for the save DC – and the 50,000 gp price tag.
Collar of Virulent Venom (BoVD): Same as above, except the save DC is 20 now, and the price rises to 138,000 gp. Not worth it in a high level game really.
Dust of Sneezing and Choking: This purportedly cursed item is actually an inhaled poison (DC 15, 2d6 Con/1d6 Con). Even on a successful (!) save, targets in a 20’ spread (!) are stunned for 5d4 rds (!!). Banned in many campaigns as an automatic battle-ender.
Glove of Venom (UD): Use the Poison spell three times per day. Average.
Iron Heart Vest, Ring of the Diamond Mind, Shadow Hands, Stone Dragon Belt, Tiger Claw Bracers: See the Maneuvers section for what you can do with these. Some might be worthwhile, as they're not that expensive.
Slime Pot (BoVD): Homegrown Green Slime! If you’re the least bit creative, this can only lead to hilarity.
Vibrant Purple Prism Ioun Stone: Stores 3 spell levels like a Ring of Spell Storing. Very, very expensive for the little bit of versatility it grants.
Quite a few other cursed items impose penalties, damage or even drain to one or more ability scores. Most of these are very hard to apply to an enemy, though. You might be able to force a Robe of Powerlessness or a Ring of Clumsiness on your opponent if you’re a very good grappler – but if you already have the other guy pinned, what do you need to reduce his ability scores for?
Artifacts and Relics I’ll leave out of this, as there is no reliable way of getting your hands on these.
How to debilitate: Racial Abilities
I’m listing all the creatures in the Monster Manual which have debilitating attacks. Most of these are poisonous, and some have straightforward ability damaging attacks. Quite a few, though, have more circumstantial debilitating powers.
This list is not intended to be very useful to CO, and I can’t possibly list all creatures in all books. This is more an afterthought, intended to show you how many creatures actually rely on debilitating to a greater or lesser degree. If you’re a summoner, you might get some mileage out of this, but be sure to refer to other books, as well.
Allip (MM 10): 1d4 Wis drain (incorporeal touch); Madness (Su): You target the thing with mind control or detect thoughts, you take 1d4 Wis damage.
Angel, Planetar (MM11): Waves of Fatigue (SLA, 3/day), Waves of Exhaustion (SLA, 1/day)
Angel, Solar (MM12): Waves of Fatigue (SLA, at will), Waves of Exhaustion (SLA, 3/day)
Aranea (MM 15): Poison (Ex): DC 13, 1d6Str/2d6 Str
Athach (MM 21): Poison (Ex): DC 22, 1d6 Str/2d6 Str
Beholder, Gauth (MM 26): Ray of Exhaustion (Su): As spell
Chaos Beast (MM 33): Corporeal Instability (Su): 1/rd Wis drain, Fort DC 15 negates
Couatl (MM 37): Poison (Ex): DC 16, 2d4 Str/4d4 Str
Demon, Balor (MM 41): Blasphemy (SLA, at will)
Demon, Bebilith (MM 42): Poison (Ex): DC 24, 1d6 Con/2d6 Con
Demon, Hezrou (MM 44): Blasphemy (SLA, 3/day)
Demon, Nalfeshnee (MM 45): Feeblemind (SLA, at will)
Demon, Quasit (MM 46): Poison (Ex): DC 13, 1d4 Dex/2d4 Dex
Devil, Bearded (MM 52): Beard (Ex): Disease (devil chills), DC 16, 1d4 days, 1d4 Str, needs 3 successful saves to stop
Devil, Bone (MM 52): Poison (Ex): DC 20, 1d6 Str/2d6 Str
Devil, Imp (MM 56): Poison (Ex): DC 13, 1d4 Dex/2d4 Dex
Devil, Pit Fiend (MM 57): Disease (Ex): Devil chills, DC 27, 1d4 days, 1d4 Str, needs 3 successful saves to stop; Poison (Ex): DC 27, 1d6 Con/death; Blasphemy (SLA, at will)
Devourer (MM 58): Ray of Enfeeblement (SLA, at will
Dire Rat (MM 64): Disease (Ex): Filth Fever, DC 12, 1d3 days, 1d3 Dex plus 1d3 Con
Dire Weasel (MM 65): Blood Drain (Ex): 1d4 Con damage 1/rd, automatic while attached
Dragon, Gold (MM 84): Breath Weapon (Su): 1 Str damage/age category, Fort negates, every 1d4 rds
Dragonne (MM 89): Roar (Su): Exhaustion (within 30’) or Fatigue (within 120’), Will DC 15 negates, every 1d4 rds
Drider (MM 89): Poison (Ex): DC 16, 1d6 Str/1d6 Str
Ettercap (MM 106): Poison (Ex): DC 15, 1d6 Dex/2d6 Dex
Formian, Warrior (MM 109): Poison (Ex): DC 14, 1d6 Str/1d6 Str
Formian, Taskmaster (MM 109): Poison (Ex): DC 15, 1d6 Str/1d6 Str
Formian, Myrmarch (MM 110): Poison (Ex): DC 20, 2d6 Dex/2d6 Dex
Ghost (MM 117): Corrupting Gaze (Su): 1d4 Cha damage, Fort negates; Draining Touch (Su): 1d4 damage to any one ability, no save; Horrific Appearance (Su): 1d4 Str, 1d4 Dex, and 1d4 Con damage, Fort negates, successful save makes immune for 24 hours
Ghoul/Ghast (MM 119): Disease (Su): Ghoul Fever, DC 12 or 15, 1 day, 1d3 Con plus 1d3 Dex
Gibbering Mouther (MM 126): Blood Drain (Ex): 1d4 Con damage, automatic after swallowing, no save
Golem, Iron (MM 136): Breath Weapon (Su): poisonous gas, DC 19, 1d4 Con/3d4 Con
Hag, Green (MM 143): Weakness (Su): Touch attack, 2d4 Str damage, Fort DC 16 negates
Hag, Sea (MM 144): Horrific Appearance (Su): 2d6 Str, Fort DC 13 negates, successful save makes immune for 24 hours
Hag, Covey (MM 144): Bestow Curse (SLA, 3/day)
Half-Fiend (MM 147): Poison (SLA, 3/day) if 7+ HD; Contagion (SLA, 1/day) if 9+ HD, Blasphemy (SLA, 1/day) if 11+ HD
Howler (MM 154): Howl (Ex): 1 Wis damage after 1 hour, Will DC 12 negates
Inevitable, Zelekhut (MM 160): Lesser Geas (SLA, 1/week)
Lamia (MM 165): Wisdom Drain (Su): Touch attack, 1d4 Wis drain, no save
Lycanthrope, Wererat (MM 171): Disease (Ex): Filth Fever, DC 12, 1d3 days, 1d3 Dex plus 1d3 Con
Medusa (MM 180): Poison (Ex): DC 14, 1d6 Str/2d6 Str
Mephit, Magma (MM 183): Pyrotechnics (SLA, 1/day)
Mummy (MM 190): Mummy Rot (Su): Disease, DC 16, 1 min, 1d6 Con plus 1d6 Cha
Naga, Guardian (MM 192): Poison (Ex): DC 19, 1d10 Con/1d10 Con, can be spit as ranged touch attack
Naga, Spirit (MM 192): Poison (Ex): DC 18, 1d8 Con/1d8 Con
Naga, Water (MM 193): Poison (Ex): DC 17, 1d8 Con/1d8 Con
Night Hag (MM 193): Disease (Ex): Demon fever, DC 18, 1 day, 1d6 Con; Ray of Enfeeblement (SLA, at will); Dream Haunting (Su): 1 Con drain, 1/night, no save
Nightshade, Nightcrawler (MM 195): Poison (Ex): DC 22, 2d6 Str/2d6 Str; Contagion (SLA, at will)
Nightshade, Nightwalker (MM 196): Contagion (SLA, at will)
Nightshade, Nightwing (MM 197): Contagion (SLA, at will)
Otyugh (MM 204): Disease (Ex): Filth Fever, DC 12, 1d3 days, 1d3 Dex plus 1d3 Con
Phase Spider (MM 207): Poison (Ex): DC 17, 1d8 Con/1d8 Con
Purple Worm (MM 211): Poison (Ex): DC 25, 1d6 Str/2d6 Str
Rast (MM 213): Blood Drain (Ex): 1 Con damage/rd while grappling
Roper (MM 215): Weakness (Ex): Ranged touch attack, 2d8 Str damage, Fort DC 18 negates
Shadow/Greater Shadow (MM 221): Touch attack, 1d6 or 1d8 Str damage, no save
Slaad, Blue (MM 229): Slaad Fever (Su): Disease, DC 18, 1 day, 1d3 Dex plus 1d3 Cha
Sphinx, Androsphinx (MM 232): Roar (Su): 2d4 Str damage [for 2d4 rounds, so I assume it’s not actual damage but a penalty], Fort DC 19 negates, functions only when the Androsphinx roars for the third time in the same encounter
Sprite, Grig (MM 235): Pyrotechnics (SLA, 3/day)
Stirge (MM 236): Blood Drain (Ex): 1d4 Con damage/rd, automatic while attached
Swarm, Centipede (MM 238): Poison (Ex): DC 13, 1d4 Dex/1d4 Dex
Swarm, Hellwasp (MM 238): Poison (Ex): DC 18, 1d6 Dex/1d6 Dex
Swarm, Rat (MM 239): Disease (Ex): Filth Fever, DC 12, 1d3 days, 1d3 Dex plus 1d3 Con
Swarm, Spider (MM 240): Poison (Ex): DC 11, 1d3 Str/1d3 Str
Vampire (MM 250): Blood Drain (Ex): 1d4 Con drain/rd, automatic while pinning
Vampire Spawn (MM 253): Blood Drain (Ex): 1d4 Con drain/rd, automatic while pinning
Wraith/Dread Wraith (MM 258): Constitution Drain (Su): 1d6 Con drain, Fort DC 14 negates; or 1d8 Con drain, Fort DC 25 negates
Wyvern (MM 259): Poison (Ex): DC 17, 2d6 Con/2d6 Con
Yuan-Ti, Halfblood (MM 264): Poison (Ex): DC 14, 1d6 Con/1d6 Con
Yuan-Ti, Abomination (MM 264): Poison (Ex): DC 17, 1d6 Con/1d6 Con
Snake, Viper (MM 280): Poison (Ex): DC 10–14 (varies by size), 1d6 Con/1d6 Con
Giant Bee (MM 284): Poison (Ex): DC 11, 1d4 Con/1d4 Con, once in a lifetime
Giant Wasp (MM 285): Poison (Ex): DC 14, 1d6 Dex/1d6 Dex
Monstrous Centipede (MM 286): Poison (Ex): DC 10–23, 1 Dex/1 Dex to 2d6 Dex/2d6 Dex (varies by size)
Monstrous Scorpion (MM 287): Poison (Ex): DC 12–33, 1 Con/1 Con to 1d10 Con/1d10 Con (varies by size)
Monstrous Spider (MM 288): Poison (Ex): DC 10–28, 1d2 Str/1d2 Str to 2d8 Str/2d8 Str (varies by size)