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|damage=1d3 [[Int]], [[Wis]], and [[Cha]]<sup>1</sup>
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# <small>drain per day but an increase of +2 [[Con]] each time ability damage is applied. In spite of the boost in constitution, [[Fortitude]] saves against the disease are not improved and instead take a -1 −1 cumulative circumstance penalty against saves vs the disease.</small>
:''Effect:'' Corpseblood mold begins to thicken the blood of the victim, turning it into a parasitic slime. In spite of the take-over, the slime continues to function as blood would. Next, it overtakes bone marrow, slime replacing marrow and performing its function in producing more blood-like slime. Then muscles are taken over and replaced, finally resulting in the brain being consumed when a mental score hits 0 points. This transforms it into a [[Corpseblood Gel (3.5e Template)|corpseblood gel]] creature, gaining the template. The most insidous part of the disease is that once the infection takes hold, it takes partial control of the victim, compelling it to act normal and as if nothing is wrong, even as mental abilities degrade. A victim is never aware of the ability drain, believing themselves to have suddenly become far more durable through their own efforts. If allies of the victim wish to interfere with the infection, the victim must make a [[Will]] save with the same DC as the disease or deny said help with whatever means is appropriate for the creature. This effect is an extraordinary mind-affecting compulsion effect.
:''Curing:'' A successful save stops the drain for the day but does not cure it. 2 successful saves in a row purges you of the mold, and turns the drain into ability damage which can heal naturally. Those which hit 0 in any mental ability score immediately become corpseblood gel creatures, lose the penalties and benefits of the disease, and gain the effects of the template.
'''Price:''' [[Cost::1000 gp]]