The corrupted deer originates from the Mad King's dungeon. The creature is considered passive until attacked. Unlike normal deer, this creature does not flee, it just ignores potential threats until they become real threats. This is because the deer is no longer in control. There is a parasitic fungus infecting the deer's nervous system. It is unknown what the parasite feeds off of.
Any creature that has fluids from the corrupted deer enter their system (orally, through a wound, injected) must make a DC 16 con save. If any fluid is introduced to the system again within 24 hours, the DC goes up by 1. DC can be hard reset after a long rest. If the creature fails the con save, the fungus begins to take over the creature. The creature must find a caster with restoration spells within 6 game days, or the corruption takes over the creature and gains control. A lesser restoration spell will not remove the corruption, but it can be used once every day to stave off infection to double the incubation time. At 12 days, lesser restoration will no longer be effective and the creature will succumb. A greater restoration spell will completely remove the corruption. Any health potion of greater level or higher will completely remove the corruption. A basic health potion will have the same effects as a lesser restoration spell and times do not stack. See Brain Fungus for more information
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Description
A corrupted deer looks like a normal deer, except for the strange mushrooms growing along its topside and the decaying flesh. Some deer will have enough flesh withered away so their legs seem to only be bone. There are 4 distinct stages of corruption
1) Newley Corrupted: The deer looks almost completely healthy. It exhibits caution around predators and has all of its flesh and fur. The distinction of an infected deer in this stage is the scent of rot coming from its body, a film developing over its eyes, and small mushrooms growing on its head, along with its antlers
2) Walking Corruption: The deer's eyes have completely filmed over, becoming milky white. Its antlers are held to its head with strange mushrooms. The deer no longer exhibits fear of predators. The scent of rot increases, now smelling of green rot, not rotting meat. At a touch, the skin will slough off in areas where it is thinnest, and the deer may appear to have Mange from a distance. At this stage, the deer cannot be cured
3) Walking Corpse: The deer still appears to be alive, but barely. It is being held together by the thinnest of muscles and tendons. It will make distinct clicking sounds as its dried connective tissue slips over exposed bones. Any leftover flesh will have mushrooms spouting from it.
4) Ground Bound: The deer can no longer move. This stage is the most likely to spread the infection to scavengers as the deer cannot fight back. The deer's remaining flesh and organs are filled with the corruptive fungus. The smell of rot fades as the deer fades, leaving the scent of fresh turned soil.
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