I don't have the 2e version available, but the 1e Fiend Folio version had a similar resistance, rather than immunity. So since it was upgraded to immunity in 3e, I could see support for going that route here as well.
SPECIAL ATTACKS: Spit paralysis poison 30’
Verini never use ranged weapons. The main reason that the verini avoid ranged weapons is that they can spit a special toxin every other round. The poison is a contact paralysis, similar to the thri-kreen poison, but taking effect in a matter of seconds. If a save vs. poison is not made, the victim is paralyzed for 2–8 rounds. If the victim saves, he or she is only paralyzed for one round. It is not uncommon for travellers to come across a band of paralyzed bandits, only to see verini in the distance, leaving the scene. Of course, because the verini have a natural poison going through their bodies, they are also resistant to poisons, getting a +2 to their save vs. poisons and paralysis. Generally, this poison is used to hunt, with one verini luring a creature into range of the others, who then spring on it, hitting it with their poison and tracking it as the poison takes effect and paralyzes the creature. It is then easily killed and taken back to be eaten. However, if under attack, a verini will not hesitate to paralyze its aggressors so that it can flee.
Verini are fast. When running, they sometimes go down on all fours and are able to cover terrain very quickly. They have a knack of knowing where to go to find the easiest ground, so they suffer no penalties for moving over rough terrain.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.