Illness

**Musclerot**

Musclerot is commonly contracted from bites from reptiles or from eating uncooked reptile eggs. Within one to four hours, the bite area will become inflamed, darken, and completely painless. If afflicted consumed it, the symbols will begin as a swelling of the stomach area and a loss of appetite. Within one day to four days, the black spots will appear on the muscles near the bite area and the afflicted will report weakness. Until the disease runs its course, the smaller black spots will spiral from the infected area.

Effect: A creature suffering from Musclerot has disadvantage on strength skill checks and saving throws.

**Rock Joint**

Rock Joint is commonly contracted from stings and bites from insects and arachnids. Within one to four hours of contraction, the bite or sting area will begin to dry and become greyish. Then the joints of the fingers and toes will become dry and stiffin, and swell. If the disease continues, soon larger joints will be painful to move and restricted in movement.

Effect: A creature suffering from Rock Joint has disadvantage on dexterity skill checks and saving throws.

**Palephage**

Palephage comes from eating undercooked mammal meat or from bites from infected animals. Within one to four hours of contraction, the afflicted will begin to lose color in the face, fingers, or toes. Then the color is lost throughout the body and the blood darkens. If the disease continues untreated, the afflicted will become constipated and be susceptible to other illnesses or infection.

Effect: A creature suffering from Palephage has disadvantage on constitution skill checks and saving throws.

**Head Hives**

Head Hives is spread by touching birds or eating raw eggs. Within one to four hours of contraction, the afflicted feels a powerful headache. Soon after, symptoms included hair falling out in patches with hives forming a crown around the head. If the disease continues untreated, the hives grow larger and migraines continue.

Effect: A creature suffering from Head Hives has disadvantage on intelligence skill checks and saving throws.

**Bilge Blight**

Bilge Blight comes from eating raw fish or bites from aquatic animals. Within one to four hours of contraction, the eyes will randomly dilate. Then the eyes swell and begin to bulge, causing pain whenever the eye is closed. The ears hear a ringing or buzzing noise, while the sling feels as if there is movement under it. If the disease continues untreated, the afflicted will suffer from blurred and double vision, and then begin seeing strange shapes and figures.

Effect: A creature suffering from Bilge Blight has disadvantage on wisdom skill checks and saving throws.

**Grave Rash**

Grave Rash comes from the consumption of rotten meat, spoiled fruit, or contact with the undead. Within one to four hours of contraction, the skin around the skull will begin to swell up and leak pus. Within one to four days, the spread continues and attracts maggots and flies. If the disease continues untreated, the afflicted will have compulsive behaviors to scratch the skin.

Effect: A creature suffering from Grave Rash has disadvantage on charisma skill checks and saving throws.

**Red Nose**

Red Nose comes from prolonged exposure to the elements. It also spreads easy from humanoids.Coughing, sneezing, sore throat, and elevated temperature are common symptoms. Creatures with pale skin tend to gain a redness in their nose. This disease is usually not fatal.

Effect: A creature suffering from Red Nose has disadvantage on all skill checks.

**Winter's Take**

Winter's Take comes from prolonged exposure to cold weather conditions. At first, the afflicted will begin to shiver and become easily confused. This then develops into poor control of fine movements, slowed reflexes, and memory loss. Lastly, pulse and breathing are severely slowed. In some cases, the afflicted will confine themselves into a small space or remove all of their clothing.

Effect: A creature suffering from Winter's Take gains a level of exhaustion every 6d10 minutes. This exhaustion cannot be cured unless the creature is warm.

**Gul Worms**

Gul Worms are tiny worms that are almost imperceptible to the eye in their larval form. Once inside a living host, they grow until they become upto three feet long. At this point, they usually eat through the host, killing the host if the host is not dead already. A Gul Worm survives for less than an hour outside of its host, and attempts to enter a new host or find body a water. If it can enter a watery environment, it will bloat and die, becoming a fertile pod for its egg to hatch. A Gul Worm larva that is able to enter a host quickly forms into a cocoon in the creature's digestive track, emerging as an adult Gul Worm within one to ten days. Depending on the number of worms, it could be days to seasons before the host suffers any ailments from them. When the worms get large enough, the host will feel intoxicated or euphoric when eating. Cramps and pains are common if the host misses a meal. The host will notice less frequent bowel movements but more drive to eat.

Effect: A creature with Gul Worms requires double the normal rations to avoid exhaustion. The afflicted can only spend one hit dice per short rest and can only recover one hit die per long rest.

**Putrid Pox**

Putrid Pox can occur from contact with waste and rust. The afflicted will get a fever and sweat profusely within one to ten hours of being infected. After that, random spasms will occur, making speaking and fine motor skills difficult.

Effect: Whenever the affected cast a spell with a somatic or verbal component, the creature must roll a d6. If the result is 2 or less, the spell cannot be cast. If the spell has both a somatic and verbal component, the result fails on a 4 or less.

**Dreamdrought**

Dreamdrought occur to survivors of an attack from aberrations and monstrosities.The afflicted will have vivid dreams of the monster hunting or hurting him or her. They will often sweat in their sleep and awaken to their own screams throughout the night.

Effect: The afflicted takes twice as long to benefit from a rest.

**Peasant's Plague**

Peasant's Plague is transferred from contact with other humanoids that are infected. The afflicted will not feel pain from injury and wounds will not fully heal.

Effect: The afflicted only recovers half as many hit points as usual. Each long rest completed lowers maximum hit points by 1 until cured.