Fairy Lights. The Bunny Eared Cordyceps naturally attracts lightning bugs and other bioluminescent creatures, leading them to emit dim light for 5 feet in darkness.
Sleep Subjugation. At the end of each hour a creature a creature sleeps within 5 ft. of the Bunny Eared Cordyceps, they must roll a DC 10 Wisdom Saving Throw. If failed at any point, the creature will enter the first stage of infection.
Infection. The Bunny Eared Cordyceps is associated with a multi-step infection that ends with the eventual death of it's host. This parasitic form is, here by referred to as "the parasite" is attached the it's host until the end of both of their lives. The stages of infection are detailed below
- Dormant. The first and most common stage of infection. The parasite is only a small seedling existing around the skull of the host. Due to it's small size, it can be removed through use of level 1 healing spells to the cranium or the consumption of any neurological poisons. Beyond that, the only effect that a Dormant parasite creates is light pressure headaches, especially in warm and humid climates. Any children born infected parents will be in the Dormant state when birthed, and a majority of the time never proceed beyond the Dormant stage. During this stage, once per day, the host must succeed a DC 1 Wisdom Saving Throw of proceed to the next stage. Said saving throw can occur at any point during the day when not experiencing a long or short rest, and is timed to the DM's digression.
- Guardian. The second and longest stage of infection. The parasite has grown enough to entrench itself into the body and brain of it's host. The only method of removal at this stage is through use of Greater Restoration. Any physical attempts at killing the parasite will lead to the dead of the host in the process. External damage and attempts to remove the parasite will cause rapid mood swings within the host. The host had great difficulty to both notice changes caused the parasite and see the parasite was a problematic entity. Along side this, mental effects such as lower inhabitations, an increased sociability, greater libido and more of a zest for life tend to take effect. In the most extreme cases, this develops into personality disorders, ADHD, or a sheer inability to plan for the future. At the end of every long rest, the host much make a DC 5 Wisdom Saving Throw. If failed, the effects of the parasite grow stronger and the host's Wisdom Score is reduced by 1. If a 1 was rolled on the Saving Throw, the host gains a form of incurable insanity and takes the effects of a failure. If the host looses 1/4th or more of their original Wisdom, ignoring magic items, they will move into the next stage. If the parasite is removed, the wisdom will come back at a rate of 1 Wisdom per week.
- Standardization. The third and most damaging stage of infection. At this point, the parasite has grown so large that it's root extend from the skull, into the torso and beyond. Visually, this stage can be seen via the 2 bunny ear like protrusions from the top of the host's head. The only way to remove the parasite from this point foreword is through use of a wish spell. Use of other methods will only manage to weaken and slow the effects of the infection. The host, however, will often grow violent at this point, when confronted about the infection. Depending on the host, this can range from denial of the infection, to idolizing the infection, to actively hiding the fact that they are infected. This comes along side a slew of mental effect that surround a content and lively state of bliss. Often , hosts will start to become detached from reality in some way. The concepts of consequences, self well being, and the long future grow difficult to understand for many hosts. Pain is numbed in the later parts of this stage, and memories of people and places grow foggy if they aren't immediately relevant. Going beyond this, a slew of physical changes, always seen as positive by the host, coincide with this stage. The effects of aging; wrinkling, graying of hair, and damaged senses are reversed for older hosts. Due to the suppression of hunger, hosts, unless presented with large quantiles of food, will become thinner, anemic in the worst cases. Most curiously, the physical and mental capabilities are reduced, thought to be consumed by the parasite. This leads to muscle atrophy, a loss of balance capabilities, a less bulky build, difficulty remembering the most basic of information, and a drunken level of speech processing and communication. Visually, host resemble only a shell of their former self by the end of this stage. Transmission of the parasite is first possible during this stage. If another creature consumes the flesh, sleeps with, or spends 24 consecutive hours with a host, they must make a DC 10 Wisdom Saving Throw. Upon failure, the creature becomes infected at a dormant stage. At the end of every long rest, the host must make a DC 5 Wisdom Saving Throw. Upon failure, the host's Wisdom Score is reduced by 1. If a 1, 2, or 3 was rolled on the Saving Throw, the host looses a proficiency, bond, or memory (of the DM's choice) and takes the effects of a failure. At the end of Every long or short rest, the host must make a DC 10 Wisdom Saving Throw. Upon failure, one random stat (that is above 1), excluding Wisdom, is reduced by 1. If said stat was above the host Wisdom score, reduce it by 2 instead. When the host's Wisdom score dips below half it's original placement, the host enters into the next stage. If the parasite is removed with a Wish spell, only the lost Wisdom will return (at a rate of 1 point per 2 weeks). All memories, proficiencies, and other lost stats are permanently gone.
- Final Push. The forth and shortest stage. Encapsulating the final set of changes, every host experiences this stage differently. They fall into two main types: the resigned and the panicked. The resigned hosts make up those that don't have the will power (entering this stage with a Wisdom lower than 8) to keep fighting. While they go through the motions of happiness and follow their new impulses, their will to live is more than drained. Such hosts wont put up a fight if attacked, so long as it's not their parasite taking the brunt of the battle. Panicked hosts are the opposite, with enough will power (entering this stage with a Wisdom higher than 7) to try to fight back. Self destructive behavior and a bi-polar exterior are the standard signifiers as they try to feel anything but the the suffocating bliss they've been fed. Self harm, starvation, and forced isolation are common modus operand for such host. In either case, host in this stage experience a rapid loss of self and a detachment from reality. The feeling of pain is numbed to the point of nothingness. Complex thoughts become increasingly difficult to concentrate on. Whatever they want to say, it gets twisted and turned to follow an endless trail of happiness bringing sensations. A general amplifying of mental disturbances from previous stages is added to by the complete consumption of the host's memory by the parasite, leaving only the soul to hold onto the self. A need to indulge in their instincts leads to the mass spreading by these hosts as they spend as much time around other people as they can. Insomnia sets in part of the way through, as their body refuses to sleep from it's false energy. Physically, hosts become more feminine. Higher voicer, smaller frames, smoother skin, longer hair. A mix of a lack of self care along side of the body self digesting itself leads to the visual appearance of a younger woman for many of the hosts. Hosts in this stage will attempt to have children, especially with non-infected, as a method to spread the infection. The parasite is propping up too much of the body to remove at this point. A poorly worded wish spell, only removing the parasite, would lead to the instant death of the host. Otherwise, the host would be left in a near catatonic state for serval mounts before regaining enough strength to wake back up. Transmission of the parasite continues to be possible during this stage. If another creature consumes the flesh, sleeps with, or spend an hour with a host, they must make a DC 15 Wisdom Saving Throw. Upon failure, the creature becomes infected at a dormant stage. At the end of 6 hours, the host must make a DC 5 Wisdom Saving Throw. Upon failure, the host's Wisdom Score is reduced by 1 and looses a proficiency, bond, or memory (of the DM's choice). At the end of 12 hours, the host must make a DC 10 Wisdom Saving Throw. Upon failure, one random stat (that is above 1), excluding Wisdom, is reduced by 1. If said stat was above the host Wisdom score, reduce it by 2 instead. When the host's Wisdom score drops to 2, it enters a Lucid State.
- Lucid State. For the last minuets before the final stage, the soul of a host is able to gain control over their body, despite lost memories and a battered body. During this time, many choose to commit suicide, write a final goodbye, or go out in a bang. Every minuet, the host must make a DC 10 Wisdom saving throw. Upon failure, the host's mind, soul, and body go into a feral state that answers to the whims of the parasite. Past this point, not a semblance of the host is left.
- Complete Control. The final stage of the infection. The host's body has been completely infuriated by the parasite, where roots go from the head to the feet. To spread the infection is the only goal from point forward, with infected searching out for new places and peoples to join. Upon the death of an infected, a patch of Bunny Eared Cordyceps grows on the grave. Infection is by touching. When a creature makes physical contact with an infected, they must make a DC 10 Wisdom Saving throw, or be infected. most infected die within days from malnourishment, leaving a wide spread of Bunny Eared Cordyceps lying around the outbreak.
Alluring Clam. A creature within 15 feet of the Bunny Eared Cordyceps must make a DC 13 Wisdom Saving Throw. Upon success, the creature is immune to the affect for 24 hours. Upon failure, the creature is charmed for 1 hour. When charmed by the Bunny Eared Cordyceps, the creature will; be unable to initiate or act in combat, the affects of another creature's frighten is suppressed, and they have a -5 to all Wisdom Saving Throws. Every turn, the charmed creature can make a DC13 Wisdom Saving Throw as an action to become uncharmed.
Hypnotic Bliss. A creature within 10 feet of the Bunny Eared Cordyceps must make a DC 5 Wisdom Saving Throw. Upon failure, the creature will be put under the affects of the Sleep spell.
Description
A strange fungus that grows like a small plant. Visually they look like shoots, roughly a foot tall, resembling rabbit ears. They tend to be found around dead kingdoms, the edges of the Feywild, and in pockets of the Underdark.
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