Tilstander & Sykdommer
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Ablaze
TEBWhen a creature is on fire, either magical or nonmagical fire, it is ablaze. Ablaze is a new condition that unifies similar effects caused by some spells, monsters, and effects in not only this compendium, but in the officially published material as well. If a spell or effect describes lighting a creature on fire, lighting it ablaze, igniting it, or causing it to start burning, that creature is ablaze.
When a creature is on fire, either magical or nonmagical fire, it is ablaze. Ablaze is a new condition that unifies similar effects caused by some spells, monsters, and effects in not only this compendium, but in the officially published material as well. If a spell or effect describes lighting a creature on fire, lighting it ablaze, igniting it, or causing it to start burning, that creature is ablaze.
A creature that is ablaze will take 1d10 fire damage at the start of each of its turns, unless the effect that caused the flame specifies an amount of damage instead. Some effects, like the immolation or searing smite spells, cause a different amount of damage.
Putting out the fire causing a creature to be ablaze varies in difficulty depending on what caused the fire. Nonmagical flame can be doused easily—a creature can take an action to douse the fire if the fire is within their reach, or if they have other means of dousing flame from further away, such as the control flames spell. If the flame is submerged in water or a similarly smothering fluid, it is doused automatically.
Magical flame can be more difficult to douse, depending on the source. For example, the searing smite spell can be doused as easily as any nonmagical fire but the flames from the immolation spell can only be doused by ending the spell, either with a successful saving throw or an effect like dispel magic.
Aboleth Slime
COLLABA creature that comes into contact with this slime must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
A creature that comes into contact with this slime must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Aboleth Slime
WorldofCollabrisA creature that comes into contact with this slime must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
A creature that comes into contact with this slime must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another di sease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Abyssal Warts
baSource: The disease is usually carried by demonic entities. When a humanoid comes into contact with the blood or saliva of an infected creature they have a chance of contracting the disease themselves. When this happens the creature rolls a Constitution saving throw (DC 15). On a failed save they will experience the following:
Source: The disease is usually carried by demonic entities. When a humanoid comes into contact with the blood or saliva of an infected creature they have a chance of contracting the disease themselves. When this happens the creature rolls a Constitution saving throw (DC 15). On a failed save they will experience the following:
Symptoms: In the first few hours, dark spots will appear on the upper arms. These spots turn into bulbous warts over the course of approximately a day. The creature suffers from a loss of bodily strength in general. When the creature has been suffering from this disease for more than 2 weeks, they experience a severe loss of vitality.
Effects: Disadvantage on Strength and Constitution saving throws. After 2 weeks of infection the creature loses 1d10 of their hit point maximum. This repeats every two weeks until the disease is cured or the creature dies.
Cure: Lesser restoration or a cure of similar level or higher. A Medicine check (DC 12) reveals that burning the warts off with hot metal and resting for 2 days will also heal the disease's effects. After hit point loss occurs, only greater restoration will restore them.
Found On: d100 Diseases
Acute Petrifying Syndrome
baSource: A creature that has been petrified by any spell or creature whilst frightened might have remnants of the petrifying magic left in their body. When a creature has been cured of a condition causing petrification, roll 1d20. On a 1 they contract this disease and experience the following:
Source: A creature that has been petrified by any spell or creature whilst frightened might have remnants of the petrifying magic left in their body. When a creature has been cured of a condition causing petrification, roll 1d20. On a 1 they contract this disease and experience the following:
Symptoms: The creature seems normal in their day-to-day activities as the illness lies dormant. Some days they may experience some stiffness in their limbs, but nothing that seems too serious. When a creature becomes frightened by anything, however, they will start to petrify instead.
Effects: When a creature becomes rightened they start to petrify. At the end of their next turn, they will become fully petrified unless they are no longer frightened.
Cure: The ailment can be cured by a remove curse or greater restoration spell. The petrification itself can be cured by any means which would normally restore a creature.
Found On: d100 Diseases
Addicted
ccgA creature addicted to an arcane narcotic has two permanent levels of exhaustion.
These levels of exhaustion are removed if the creature ingests the narcotic they are addicted to, until the end of their next long rest.
Addled
MonstersOfDrakkenheimYou have Disadvantage on Intelligence, Wisdom, and Charisma attacks rolls, ability checks, and saving throws.
You have Disadvantage on Intelligence, Wisdom, and Charisma attacks rolls, ability checks, and saving throws.
Adlet Bloodlust
MModuleSymptoms manifest after 1d4 hours, and they include nausea, disorientation, and the unwavering desire to eat humanoid flesh. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. If the infected creature attempts to consume food other than humanoid flesh or drink anything besides humanoid blood, it must succeed on a DC 20 Constitution saving throw or immediately vomit up whatever it consumed, gaining no nutritional value from it.
Symptoms manifest after 1d4 hours, and they include nausea, disorientation, and the unwavering desire to eat humanoid flesh. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. If the infected creature attempts to consume food other than humanoid flesh or drink anything besides humanoid blood, it must succeed on a DC 20 Constitution saving throw or immediately vomit up whatever it consumed, gaining no nutritional value from it.
At the end of each long rest, an infected creature can make a DC 15 Constitution saving throw. On a successful save, the DC for this save and the save to avoid vomiting are decreased by (1d4). When the saving throw DC drops to 0, the creature is cured.
Adware
TTTThis virus causes distracting pop-ups and advertisements to occasionally appear in the infected creature's vision. When a creature comes into contact with this virus, they must succeed on a DC 12 Intelligence saving throw or become infected.
This virus causes distracting pop-ups and advertisements to occasionally appear in the infected creature's vision. When a creature comes into contact with this virus, they must succeed on a DC 12 Intelligence saving throw or become infected.
An infected creature has disadvantage on Constitution saving throws to maintain its concentration on spells. Additionally, the creature has disadvantage on Intelligence and Wisdom checks.
The infected creature, or a creature connected to the infected creature's datajack can attempt to remove the virus with a DC 15 Intelligence (Technology) check. This can be attempted once every 24 hours.
Affliction of Crystalline Growth
baSource: Often seen in dwarves and creatures that dwell in deep mines. It is believed that this crystalline parasite is contracted by inhaling gemstone dust. When a mine collapses and creatures breathe the dust in the air, there is a chance the parasite may infect them. On a failed Constitution saving throw (DC 10) they experience the following:
Source: Often seen in dwarves and creatures that dwell in deep mines. It is believed that this crystalline parasite is contracted by inhaling gemstone dust. When a mine collapses and creatures breathe the dust in the air, there is a chance the parasite may infect them. On a failed Constitution saving throw (DC 10) they experience the following:
Symptoms: The creature starts to grow colorless crystals in their body. When these reach a certain size they pierce the skin and/or internal organs, usually after a month if the disease is left untreated.
Effects: Whenever the creature has to make a Dexterity saving throw or an Acrobatics check they automatically suffer 1d6 piercing damage as the crystals pierce their flesh. After each month that passes without a cure, the damage increases by an additional 1d6.
Cure: Lesser restoration. A Medicine check (DC 12) reveals that any cure that would restore petrification also heals this disease. Dwarves and other creatures that live underground have advantage on this check.
Found On: d100 Diseases
Aggressive Fatigue Disorder
baSource: Aggressive fatigue disorder may be a genetic disease that appears in the adult years of humanoids, but also sometimes appears for unknown reasons amongst warriors or soldiers of all races. It may be triggered when a creature neglects their rest. When a creature suffers more than 2 points of exhaustion 4 times within one month must roll a Constitution saving throw (DC 18). On a failed save they will experience the following:
Source: Aggressive fatigue disorder may be a genetic disease that appears in the adult years of humanoids, but also sometimes appears for unknown reasons amongst warriors or soldiers of all races. It may be triggered when a creature neglects their rest. When a creature suffers more than 2 points of exhaustion 4 times within one month must roll a Constitution saving throw (DC 18). On a failed save they will experience the following:
Symptoms: Tired most of the time, but especially after any type of battle or fight.
Effects: When combat ends the diseased receives one point of exhaustion, regardless of their physical participation. They only gain one point of exhaustion in this manner every hour
Cure: Taking a prolonged rest by spending at least 7 consecutive days without fighting or physical exertion in any way. Magic such as greater restoration may remove the exaustion, but will not cure this disease.
Found On: d100 Diseases
Alcohol Amblyopia
cg2aA rare disorder of the eye, alcohol ambloyopia is typically due to long-term alcohol use. The disease begins slowly with a slight vision impairment (-1 penalty to ranged attacks) that becomes progressively worse (additional -1 per week of becoming intoxicated until -4 is reached). After that the victim becomes blind.
A rare disorder of the eye, alcohol ambloyopia is typically due to long-term alcohol use. The disease begins slowly with a slight vision impairment (-1 penalty to ranged attacks) that becomes progressively worse (additional -1 per week of becoming intoxicated until -4 is reached). After that the victim becomes blind.
The typical complaint is a painless blurring of vision over a period of several weeks (2d4) with reduced sharpness for both near and distant objects. Generally, changes are symmetrical in both eyes and, if not treated adequately, may be followed by optic nerve degeneration. Treatment consists of vitamins and minerals or a focused cure disease magics in the early stages, but requires greater restoration for blindness.
Medicine
The detection of the disease is DC 16 Medicine check.
Alcohol Cirrhosis
cg2aFrom an ancient word kirrhos orange-colored - the color of a cirrhosis liver. Cirrhosis is a chronic inflammatory disease of the liver in which functioning liver cells are replaced by scar tissue. The main cause of cirrhosis is long-term alcohol use.
From an ancient word kirrhos orange-colored - the color of a cirrhosis liver. Cirrhosis is a chronic inflammatory disease of the liver in which functioning liver cells are replaced by scar tissue. The main cause of cirrhosis is long-term alcohol use.
The onset of cirrhosis is associated with such nonspecific complaints as weakness and fatigue. As the disease progresses, some of the associated effects may include:
Jaundice which causes the character's skin to turn a reddish-yellow color.
Swelling of the character's legs.
Uncontrolled bleeding due to a decrease in clotting factors in the blood. If the character receives an open wound that will cause bleeding, they will loses an additional hit point and checks for staunching such is made at disadvantage.
Increased sensitivity to drugs which results in a -1 modifier to any Constitution checks made for drug or alcohol use.
Alcoholic Hepatitis
cg2aA disease of the liver characterized by inflammation and necrosis, alcoholic hepatitis is accompanied by jaundice (which causes the character's skin to turn a reddish-yellow color), fever, and abnormal accumulation of fluid in the abdominal cavity.
A disease of the liver characterized by inflammation and necrosis, alcoholic hepatitis is accompanied by jaundice (which causes the character's skin to turn a reddish-yellow color), fever, and abnormal accumulation of fluid in the abdominal cavity.
Alcoholic hyaline, a clear glassy substance, is often found in livers of patients with alcoholic hepatitis.
Alchemy
Alcoholic hyaline is a reagent for purifying other reagents.
Medicine
The detection of the disease is DC 14 Medicine check. Treatment is cure disease, and the cessation of drinking alcohol.
Alcoholic Myopthy
cg2aAlcoholic Myopathy is an alcoholic muscle disease. A character with this disease suffers from severe muscle cramps that vary in frequency or by muscle pain and swelling. This results in a lose of 4 to Strength and movement halved.
Alcoholic Myopathy is an alcoholic muscle disease. A character with this disease suffers from severe muscle cramps that vary in frequency or by muscle pain and swelling. This results in a lose of 4 to Strength and movement halved.
Medicine
The detection of the disease is DC 12 Medicine check.
Alcoholic Polyneuropathy
cg2aA disease of the nervous system. It develops slowly over months and years affecting first and most severely the lower legs, where numbness and pain may develop. Other problems are muscle wasting (-1d4 to Strength), tenderness of the calves of the legs, and signs of impaired motor function (-1d4 to Dexterity).
A disease of the nervous system. It develops slowly over months and years affecting first and most severely the lower legs, where numbness and pain may develop. Other problems are muscle wasting (-1d4 to Strength), tenderness of the calves of the legs, and signs of impaired motor function (-1d4 to Dexterity).
Medicine
The detection of the disease is DC 14 Medicine check.
Anguished
TLotRRPlayer-heroes whose Shadow score reaches the full value of their Wisdom score become anguished.
Player-heroes whose Shadow score reaches the full value of their Wisdom score become anguished.
An anguished character is miserable, and has disadvantage on all ability checks, attack rolls, and saving throws. There is only one way to recover from such depths of desperation—the Player-hero must experience a bout of madness.
A bout of madness is a violent outburst, a dangerous crisis that frees a Player-hero from the burden of the Shadow, but that may have serious, long-term consequences (see Madness).
Arcane Blight
IDRotFAny humanoid that spends 12 hours in the necropolis must succeed on a DC 15 Constitution saving throw or contract an arcane blight. This magical disease transforms the humanoid into a nothic, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms include clammy skin, hair loss, and myopia (nearsightedness).
Any humanoid that spends 12 hours in the necropolis must succeed on a DC 15 Constitution saving throw or contract an arcane blight. This magical disease transforms the humanoid into a nothic, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms include clammy skin, hair loss, and myopia (nearsightedness).
A player character infected with the arcane blight gains the following flaw: "I don't trust anyone." This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim's riches or otherwise turn against the victim.
Whenever it finishes a long rest, an infected humanoid must repeat the saving throw. On a successful save, the DC for future saves against the arcane blight drops by 1d6. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms into a nothic under the DM's control. Only a wish spell or divine intervention can undo this transformation.
A greater restoration spell or similar magic ends the infection on the target, removing the flaw and all other symptoms, but this magic doesn't protect the target against further exposure.
Arcane Blisters
baSource: A magic user that burns up all their magical energy every day for extended periods of time has a chance to suffer from arcane blisters. It is also a common sight amongst pyromancers and other magic practitioners specializing in fire magic. When a creature rolls a 1 on the d20 for a spell attack roll on a spell that would deal fire damage more than once per day, they roll a Constitution saving throw (DC 18). On a failed save they experience the following:
Source: A magic user that burns up all their magical energy every day for extended periods of time has a chance to suffer from arcane blisters. It is also a common sight amongst pyromancers and other magic practitioners specializing in fire magic. When a creature rolls a 1 on the d20 for a spell attack roll on a spell that would deal fire damage more than once per day, they roll a Constitution saving throw (DC 18). On a failed save they experience the following:
Symptoms: Any exposed skin of the creature sparkles in (sun)light and is tender to the touch.
Effects: Whenever the creature casts a spell that would deal fire damage, they suffer 1d4 fire damage as well.
Cure: An Intelligence (nature) or Intelligence (arcana) skill check (DC 15) allows a character to recall the ingredients for an ointment which soothes and heals the skin. The ointment is made by mixing any healing potion with lard and ash. The ointment has to be applied daily for 3 consecutive days to fully heal the disease. Any type of spell that would cure disease (such as lesser restoration fails, and the caster must make their own Constitution saving throw to avoid catching the disease.
Found On: d100 Diseases
Arcane Disconnection
baSource: Arcane disconnection is caused by an airborne virus that settles in the brain of a creature. It is commonly found in antimagic zones and the tombs of liches. When a creature comes into contact with the air the virus is in they must make an Intelligence saving throw against their own spell save DC. On failure, they contract this disease. If they are not a spellcaster they automatically succeed.
Source: Arcane disconnection is caused by an airborne virus that settles in the brain of a creature. It is commonly found in antimagic zones and the tombs of liches. When a creature comes into contact with the air the virus is in they must make an Intelligence saving throw against their own spell save DC. On failure, they contract this disease. If they are not a spellcaster they automatically succeed.
Symptoms: The connection of the creature to their magic seems harder to reach, and their spells seem weaker.
Effects: Whenever the creature would restore spell slots, they roll 1d8. They do not recover any spell slots of that level or higher. For example: if they roll a 2 they only recover their 1st-level spell slots.
Cure: Depending on the source of the creature's magic they may pray, commune with nature or travel to the plane where the source of their magic lies. Usually spending about 24 hours in such ways restores the creature's connection to their magic fully. Greater restoration can also restore the creature's connection, but a spellcaster cannot cure themselves in this manner.
Found On: d100 Diseases
Arcane Wasting
ToBAn outbreak of arcane wasting is always met with horror, but that fear is felt tenfold by practitioners of magic both arcane and divine.
An outbreak of arcane wasting is always met with horror, but that fear is felt tenfold by practitioners of magic both arcane and divine.
When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.
Ash Cough
baSource: Ash cough is a virus that is common amongst people living in unsanitary conditions. It is most common in slums and poor (districts of) cities. When a creature spends at least 1 month in such conditions they must make a Constitution saving throw (DC 5). The DC increases by 1 for each additional month they spend in these conditions. On a failed save they experience the following:
Source: Ash cough is a virus that is common amongst people living in unsanitary conditions. It is most common in slums and poor (districts of) cities. When a creature spends at least 1 month in such conditions they must make a Constitution saving throw (DC 5). The DC increases by 1 for each additional month they spend in these conditions. On a failed save they experience the following:
Symptoms: The infected creature coughs often and their voice becomes slightly raspy. When they cough into their hand or handkerchief it often leaves a dark residue.
Effects: Creatures suffering from ash cough cannot receive any benefits from a short rest and their hit point maximum is reduced by 1. Every day they remain sick their hit point maximum is reduced by an additional 1 hit point to a minimum of 1.
Cure: Lesser restoration. A Medicine check (DC 5) reveals that bathing twice per day, drinking plenty of clean water and resting for at least a week cures the disease as well.
Found On: d100 Diseases
Astral Scarring
baSource: Creatures native to the material plane are vulnerable to scarring caused by certain types of weapons and creatures from the astral plane, as well as being wounded while on the astral plane. When a creature native to the material plane is hit with an attack by a creature from the astral plane (or is hit by any attack while on the astral plane), they must roll a Constitution saving throw (DC 10). If the creature is critically hit the DC increases to 15. On a failed save they will experience the following (symptoms do not show until the creature has healed back to their maximum hit points):
Source: Creatures native to the material plane are vulnerable to scarring caused by certain types of weapons and creatures from the astral plane, as well as being wounded while on the astral plane. When a creature native to the material plane is hit with an attack by a creature from the astral plane (or is hit by any attack while on the astral plane), they must roll a Constitution saving throw (DC 10). If the creature is critically hit the DC increases to 15. On a failed save they will experience the following (symptoms do not show until the creature has healed back to their maximum hit points):
Symptoms: Lightning patterned scarring outward from the location of the wound, which spreads over the entire body.
Effects: The creature becomes vulnerable to force, lightning and thunder damage.
Cure: Casting lesser restoration or remove curse once per day for 3 consecutive days dissolves the scars. The first casting cures force vulnerability, the second casting cures lightning vulnerability, and the final casting cures thunder vulnerability.
Found On: d100 Diseases
Attached
ConfCA creature that is Attached to an object or another creature is moved with that object or creature whenever it moves. Any effect that could be used to grapple a creature can be used to Attach to a creature too large for the Grappler to grapple.
Ending the Attached Condition.
Any effect that ends the Grappled condition can also end the Attached condition. The DC to remove an Attached creature is noted as its Remove DC.
Releasing an Attachment.
A creature that imposes the Attached condition may end that condition as a Bonus Action.