Tiny Beast, Unaligned
Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Senses Darkvision 30 ft., Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

This is a parasitic fungus that infects a creature's nervous system, seen exclusively in the Mad King's dungeon. It is unknown what the parasite feeds off of.

At the beginning of the session, the parasite is only present in deer. Through the following examples, the disease can be transferred.

1) Ingesting fluids of the corrupted creature (Blood, saliva, ect)
2) Fluids are collected and manually injected within 24 hours of collection
3) Fluids contaminate an open wound

Any creature that has fluids from the corrupted deer enter their system 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 7 game days, or the corruption takes over the creature and kills them (Unless they are a deer, in which case they are taken over by the fungus and all consciousness is gone). 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 14 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. 

Description

Stage 1 (first 2 days):
Incubation: The creature looks almost completely healthy. It exhibits normal behavior and has all of its flesh and fur. In sentient creatures, this stage influences disadvantage in Dexterity rolls (DM's discretion).

Stage 2 (Days 3-4)
Active corruption: The creature begins to show signs of ill-health. Can be misinterpreted as malnourishment/minor injury upon low skill checks. The parasite has taken control of the creature's nervous system and will actively avoid harm to itself, but will not protect it's host unless it is also at risk. Sentient creatures continue disadvantage on Dex rolls. Wisdom, Charisma, and Intelligence may have disadvantage (DM's discretion).

Stage 3 (Days 5-6)
Walking Corpse: The creature 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. Sentient creatures continue disadvantage on Dex, Wis, Cha, and Int. The creature's movement is halved. Any attack by the infected creature will be at disadvantage.

Stage 4 (Day 7)
Ground Bound: The creature can no longer move. This stage is the most likely to spread the infection to scavengers, as downed creatures cannot fight back.

If the creature is not cured by the end of the day, the creature dies.
The body will decay at normal rates of decomposition after this point. If the creature is revived by magical means, the infection is not revived with the creature. However, the creature will have permanent physical affects (DM's discretion).

 

Monster Tags: Misc Creature

Habitat: SwampUrban

Dragon_Nova

Comments

Posts Quoted:
Reply
Clear All Quotes