Contagion Necromancy
Effects/Special Abilities
Poison a target and inflict them with a disease of your choice. Each turn, it must succeed on a saving throw, or the Poison will advance up a stage. On 3 successes, it recovers. On 3 failures, it contracts the Disease corresponding to the variant of the spell Contagion that was cast.
- Filth Fever: Disadvantage on Strength-related checks, saving throws and attack rolls.
- Flesh Rot: Disadvantage on Charisma Checks, and becomes Vulnerable to all Damage (x2 all damage they receive.)
- Slimy Doom: Disadvantage on Constitution-related Checks and Saving Throws
- Seizure: Disadvantage on all Dex-related rolls.
- Mindfire: Disadvantage on Intelligence checks, and counts as Befuddled in combat (Cannot move. Attack Rolls against the affected entity have Advantage, while its Attack Rolls have Disadvantage. It also has Disadvantage on Dexterity Saving Throws.)
- Blinding Sickness: Blinds the target, and grants Disadvantage on Wisdom-related rolls.
Location / Where to Find
Level 9 Cleric, Druid and Auto learned via Druid of the Spores.
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