Pneumania (5e Disease)
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Victims of pneumania develop a green-blue, phosphorescent sheen, intense rigor, joint stiffness and numbness. As the delusion of freezing cold worsens, so too does a sense of paranoia and extreme cowardice, though hosts will defend themselves violently at the slightest touch – even from trusted associates.
A creature can only contract this disease by being infected by a pneumania. Symptoms begin appearing 2d12 hours after infection; the infected creature sheds dim light in a 30-foot radius and has disadvantage on Dexterity saving throws, and suffers a -1 penalty to both Dexterity checks made to determine initiative and to Wisdom (Insight) and (Perception) checks as it begins to see signs of danger everywhere. At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or have this penalty worsen by 1. Whenever the infected creature takes cold damage or otherwise experiences extremely low temperatures, they must succeed on a Wisdom saving throw with a DC equal to 12 + their current penalty or suffer 9 (2d8) psychic damage as they believe themselves to be suffering frostbite or freezing alive.
After 2d8 days or when the penalty becomes greater than twice its Wisdom modifier, the infected creature becomes irresistibly compelled to find a cool, damp, isolated location; once in a suitable area, the creature falls unconscious for 2d4 hours and sprouts a toadstool at the start of each hour. These toadstools each release a pneumania macroform into a space within 5 feet of the infected creature; these pneumania have the memories and personality of the original that infected the creature, and are unable to enter their microform to use their Infection for 24 hours.
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