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GET

SICK
T here’s only one time it’s

fun to get sick: game time.

Tabletop roleplaying games have


or sample illnesses. This article

provides guidance for creating your

own diseases and examples to use

an established tradition of giving in your game.

player characters nasty, wonderful

illnesses. Unfortunately, the Fifth writing James Introcaso


color art Xanditz
Edition core rulebooks have little in editing James J. Haeck
layout Eric Life-Putnam
the way of disease design guidelines

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game


Creating Your Own and unexplained in very rare cases. In areas where
Diseases a disease is most prevalent, some creatures have
First, decide if the illness you are creating is developed an immunity over the ages, while others
mundane or supernatural. This choice will inform carry the disease, but never experience its ill effects.
the disease’s three components: transmission Part of a disease’s transmission method is an
method, symptoms, and cure. Mundane compo­ incubation period. Most diseases need time to
nents mimic those found in the real world, and infect a target before symptoms appear, usually a
supernatural components are the kind that can few hours to a few weeks. Keep incubation periods
only happen in a fantasy game. A supernatural shorter than a month, otherwise you might forget
disease can have mundane components, but it a PC is infected.
must have at least one supernatural component.
Symptoms
Transmission Method Most diseases have multiple symptoms which
A transmission method is the way a disease infects increase in severity if untreated. Mundane diseases
creatures. Mundane diseases can be airborne, have typical symptoms like coughing, sneezing,
foodborne, contact, and intimate. Contact diseases and vomiting while supernatural diseases have
are spread by interacting with other creatures via otherworldly symptoms like limbs turning into
skin to skin contact and intimate diseases require jelly or growing tentacles.
more than a handshake (like drinking from the Assign symptoms a mechanical effect. A disease
same glass or kissing). Supernatural transmission which causes a creature to vomit uncontrollably
methods include spells, attacks of certain monsters, imposes levels of exhaustion, representing the
alchemical products, and exposure to foreign creature’s growing dehydration. Mechanical effects
planes. for diseases include increased exhaustion levels,
When a creature is exposed to a disease’s reduced hit point recovery, penalties to attack rolls,
transmission method, it is allowed a saving throw saving throws, ability checks, and AC, conditions,
to resist being infected. Most diseases require a slowed movement, spell effects, and madness.
Constitution saving throw, but some supernatural Some diseases have deceptive symptoms at first
diseases which affect the mind could require which actually give creatures a mechanical bonus
an Intelligence, Wisdom, or Charisma saving before imposing a penalty.
throw. Marginally contagious diseases require a Think about the disease’s end effect when
DC 10–11 save, moderately contagious diseases creating symptoms. Death, indefinite madness,
require DC 12–15, and highly contagious diseases a permanent condition such as blindness, or
require DC 16–20. If a disease has a transmission transforming into another creature entirely could
method which guarantees a lot of exposure, such be the final result of an illness. Let that end effect
as airborne, consider giving its saving throw a inform the disease’s symptoms. For example, a
lower DC so all your PCs don’t take a week off from supernatural disease that transforms a creature
adventuring to fight the flu instead of orcs. into an ooze might first reduce the creature’s
Note any specific creatures who might be movement and penalize its Dexterity saving throws
immune to the disease. Immunity could be random as it becomes more lethargic and oozelike.

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Get Sick  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Cure Demonic Plague
Most diseases play out in a series of saving throws. Supernatural Disease
With every success the symptoms get better, but Yellow-green plague shrubs grow in the Abyss.
with every failure they worsen. To encourage The plants are harmless to demons, but when their
teamwork and camaraderie, a GM may grant a PC spores are inhaled by a non- demon, a piece of the
advantage on a saving throw if one of their allies Abyss is planted in the victim’s body. Demons have
succeeds on a DC 15 Wisdom (Medicine) check to been known to craft spore bombs to spread chaos
care for the infected character during a long rest. amongst enemies, even among devils.
Diseases sometimes have another cure beyond Creatures who breathe in the spores must
this series of saving throws. Spells, alchemical succeed on a DC 15 Constitution saving throw or
treatments, environmental cures (like bathing in a contract demonic plague. Within 1d4 hours of
specific spring), special creatures (the touch of an contracting the disease an infected creature grows
angel), or a combination of these could cure disease physically stronger, but begins to lose its mind. The
even after a creature has entered the disease’s end creature’s Strength score is raised to 19 unless it
state. already has a higher score and it gains advantage
on all Strength checks and saving throws. The
creature’s Intelligence score drops 1d6 points. The
Sample Diseases creature’s Intelligence score cannot fall below 2 as
a result of this disease.
Bottle Fever At the end of each long rest, an infected creature
Mundane Disease must make a DC 15 Constitution saving throw.
Drinking putrid ale, wine, or liquor can mean On a failed save, the creature’s Intelligence score
more than a hangover. Creatures who catch bottle is decreased by 1d6 points. If the creature’s
fever feel drunk even when they haven’t had any Intelligence score falls to 2, it desires only to kill
alcohol, because the yeast from a previous bad and eat creatures of its type and only a greater
drink sticks to the walls of their stomachs and restoration spell cast by a celestial or fiend can
continues to ferment. cure the creature. If the creature is a PC the GM
A creature who drinks rancid alcohol must takes control of the character until it is cured. On
succeed on a DC 12 Constitution saving throw or a successful save, the creature regains 1 point of
contract bottle fever. The first symptoms of bottle Intelligence. If the creature’s Intelligence score
fever begin to show in 1d10 hours. An infected returns to normal the disease is cured.
creature gives off a strong alcoholic odor. When the
creature performs a physically exerting act, like Itching Insides
climbing a wall or fighting, it must succeed a DC 10 Mundane Disease
Constitution saving throw or become poisoned for Itching insides is a respiratory disease surface-
1 hour. If the creature succeeds on the saving throw, dwelling creatures can catch in damp underground
it does not need to make another saving throw for areas or by coming into contact with another
this effect for 1 hour. creature infected with the disease. Creatures who
At the end of each long rest, an infected creature normally live underground, like drow and dwarves,
must make a DC 12 Constitution saving throw. If are immune to itching insides.
the creature fails three of these saving throws, the A surface-dwelling creature who has spent a
yeast become embedded in its stomach and the continuous week in a damp underground area or
disease can only be cured by drinking a potion of who has come within 10 feet of an infected creature
supreme healing. If the creature succeeds on three must succeed a DC 15 Constitution saving throw
of these saving throws, the disease is cured. or contract itching insides. The first symptoms,

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Get Sick
coughing and feeling itchy inside the lungs, appear by a wish spell. On a successful save, the creature
in 1d4 days. regains 5 feet of its base walking speed. When
As the disease progresses, an infected creature the creature’s base speed returns to normal, the
begins to cough up a black mucus and the itching disease is cured.
in its lungs turn to burning. The creature gains
one level of exhaustion and whenever it performs Aberrant Touch
a physically exerting act, like casting a spell or Supernatural Disease
taking the Dash action, it must succeed a DC 11 Aberrant touch is a terrifying disease of the
Constitution saving throw or fall prone as it is mind which drives creatures mad. Aberrations
overwhelmed by shooting pain in its lungs. can carry and transmit this disease, but it has no
At the end of each long rest, an infected creature ill effects on their minds. This disease is contracted
must make a DC 15 Constitution saving throw. by communicating telepathically with an infected
On a failed save, the creature gains one level of creature.
exhaustion and the DC to save against falling prone A creature who exposes its mind through
from pain during physical exertion increases by telepathic communication with another creature
1. On a successful save, the creature’s exhaustion must succeed on a DC 15 Intelligence saving throw
decreases by one level and the DC to save against or contract aberrant touch. In 1d4 hours, the first
falling prone from pain during physical exertion symptoms begin to appear. An infected creature
decreases by 1. If a successful saving throw reduces can only speak and understand Deep Speech,
the infected creature’s level of exhaustion below 1, bleeds from its ears, and is covered in sores that
the disease is cured. ooze lime green pus. The creature also gains a
random form of long-term ma dness, as described
Ooze Decay in the GM’s core rulebook.
Supernatural Disease At the end of each long rest, an infected creature
Humanoids and beasts contract ooze decay by must make a DC 15 Intelligence saving throw. On a
drinking water which an ochre jelly has touched failure the creature gains a random form of long-
within the past 24 hours. The disease slowly turns term madness. After three failures, the creature
its victims more ooze-like until they make complete gains a random form of indefinite madness
transformations into ochre jellies. which can only be cured by eating the brain of an
Any humanoid or beast who drinks tainted water intelligent aberration. The disease is cured after
must succeed on a DC 13 Constitution saving three successes.
throw or contract ooze decay. In 1d4 days the first
symptoms begin to appear. An infected creature Walking Rot
feels lethargic and hungry. Its skin takes on a pale Mundane Disease
yellow hue which darkens as the disease progresses. Walking rot is an urban plague feared by
The creature’s base walking speed is reduced by 5 city dwellers everywhere. It is a festering skin
feet and it has disadvantage on all Dexterity checks disease which causes flesh to fall off an infected
and saving throws. creature’s bones, is highly infectious, and has
At the end of each long rest, an infected creature a long incubation period. By the time a victim
must make a DC 13 Constitution saving throw. On a starts showing signs of walking rot, that person
failed save, the creature’s 5 feet. When the creature’s has already infected many others. Elves, gnomes,
walking speed becomes 10 feet, it transforms into and fey are immune to this disease, though no one
an ochre jelly and if the creature is a PC, the GM knows why. As a result, communities experiencing
takes control of the character. A transformed an outbreak of the disease seek out those creatures
creature can only be returned to humanoid form for aid.

Get Sick  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
A creature who has touched
another infected with the
disease must succeed on a DC
15 Constitution saving throw
or contract walking rot. If
a person who dies while
infected is raised as an undead
creature, they are able to pass
walking rot on to anyone
who touches them. The first
symptoms take 1d4 weeks to
appear. An infected creature’s
skin takes on a bright red
rash which bleeds when
touched. The creature’s hit
point maximum is reduced
by 1d10. As the disease
progresses, the skin turns
black and the creature’s flesh
begins to fall off in small,
rotten pieces.
At the end of each long rest,
an infected creature must
make a DC 15 Constitution
saving throw. On a failed
save the creature’s hit point
maximum is reduced by
1d10. Once the creature’s
hit point maximum is half
normal, the creature’s speed
is halved. Once the creature’s hit
point maximum is a quarter of what it
would be without the disease, the creature
suffers disadvantage on all attack rolls and
saving throws. Once the creature’s hit point
maximum is reduced to 0, the creature dies. On a increases by 1. If the creature’s hit point maximum
successful save, the creature’s hit point maximum returns to normal, the disease is cured.e

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Get Sick
diabolical
diseases
I n worlds where

diseases can be cured with a

single spell or temple visit, more


many

tenacious and pernicious illnesses

are bound to fill that gap.

Each of the following diseases has one or


more levels of infection. Infection levels can
be lost through ongoing treatment or the use
of magic: a lesser restoration spell reduces a
disease’s severity by 1 infection level, a use of
a paladin’s Lay on Hands reduces a disease’s
severity by 1 infection level, and greater
restoration decreases a reduce’s severity by 3
infection levels. None of these methods can
fully cure these diseases, but when used before
a test to increase an infection level they grant a
creature advantage.

writing Tyler Omichinski


color art Herman Lau
editing Mike Myler
layout Eric Life-Putnam

Diabolical Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Faesic Pox TABLE: FAESIC POX
A strange illness from various fey planes, the 1: Initial The infected creature has an onset of
faesic pox is not particularly virulent but can cause sneezing, runny nose, and watering eyes as
intense distress for the infected. Still, allowing the though experiencing an allergic reaction.
plant growths that it causes to spread far enough The infected creature has disadvantage
might as well lead to death. on Dexterity (Stealth) rolls. At the end of
When a non-plant creature consumes food or each long rest, the infected creature makes
drink infected with faesic pox (often from the fey a DC 18 Constitution saving throw or its
realms), it must make a DC 13 Wisdom saving throw infection level increases by 1.
or become infected. 2: Moderate Previous symptoms end. All manner of
Symptoms manifest 1d6 days after being infected flowers grow from the infected creature’s
and depend on the infection’s level (see Table: body and it gains resistance to poison.
Faesic Pox). Intelligence loss from this disease At the end of each long rest, the infected
cannot be recovered until an infected creature is creature makes a DC 16 Constitution saving
cured (a cured creature regains 1d4 Intelligence at throw or its infection level increases by 1.
the end of each long rest). 3: Serious All of the infected creature’s hair, feathers,
This disease can be reversed up until a creature and fur are replaced with plant life. The
reaches infection level 4. After a creature has stayed infected creature gains immunity to poison
at infection level 1 for two weeks or has taken at damage and cannot be poisoned, but gains
least 30 fire damage that remains unhealed until vulnerability to fire damage and necrotic
finishing a long rest, it is cured of the disease. damage.
  At the end of each long rest, the infected
creature makes a DC 14 Constitution saving
throw or its infection level increases by 1.
4: Critical Parts of the infected creature’s body
gradually become plant matter. At the end
of each long rest, the infected creature
makes a DC 12 Constitution saving throw or
its Intelligence is reduced by 1d6. If this loss
reduces the infected creature’s Intelligence
to 4 or less, the infected creature transforms
into a shambling mound, and it can no
longer be cured.

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Diabolical Diseases
The Fluxx TABLE: THE FLUXX
The fluxx originated in an undetermined outer 1: Dormant No visible effects. At the end of each long
plane and was brought to the realms material. rest, the infected creature makes a DC 13
Once this sickness has taken hold crystalline Constitution saving throw or its infection
growths spread across an infected creature until it level increases by 1.
is entirely covered. Some even speculate that those 2: Initial The site of the infection (or roll 1d4 to
who are thought to have died from the illness are randomly determine which limb) sprouts
still alive, paralyzed and only able to watch the crystalline structures. The infected
surrounding world. creature’s Dexterity is reduced by 2. At the
When a creature is damaged by a creature end of each long rest, the infected creature
that carries the disease, it must make a DC 14 makes a DC 14 Constitution saving throw or
Constitution saving throw or become infected. its infection level increases by 1.
Alternatively, a creature that eats meat from a 3: Moderate The entire limb sprouts crystalline
creature that carries the disease must succeed structures that increase the infected
on a DC 17 Constitution saving throw or become creature’s unarmed strike damage to
infected. 1d6. The infected creature’s Dexterity
Symptoms manifest 1d4 days after becoming is reduced by 2. At the end of each long
infected on the Material Plane or when an infected rest, the infected creature makes a DC 15
creature enters the Material Plane, and depend on Constitution saving throw or its infection
the infection’s level (see Table: The Fluxx). Dexterity level increases by 1.
loss from this disease is cumulative and cannot be 4: Serious Crystalline growths spread across the
recovered until a cured creature’s affected limb is infected creature’s body, increasing its
restored (a cured creature regains 1d4 Dexterity at Armor Class by 1. The infected creature’s
the end of each long rest). Dexterity is reduced by 1d4. At the end of
There is no way to reverse the effects of the fluxx each long rest, the infected creature makes
on a creature after it reaches infection level 2 and a DC 16 Constitution saving throw or its
any affected limbs must be amputated before this infection level increases by 1.
disease can be cured. After a creature has stayed at 5: Critical The infected creature becomes covered by
infection level 1 for a week, it is cured of the fluxx. crystalline growths and its unarmed strike
damage increases to 1d8. The infected
creature’s Dexterity is reduced by 4. At the
end of each long rest, the infected creature
makes a DC 17 Constitution saving throw or
its Dexterity is reduced by 1d4. The infected
creature dies if this reduces its Dexterity to 0
as it completely transforms into crystal.

Diabolical Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Mycological Wildfire 4: Serious The infected creature sprouts fungal growths
Spoken of in hushed tones among those who know along its body in places that can be hidden
of it, survivors of this disease claim that they are beneath clothing, two of its ability scores
able to hear and talk to fungi through dreams, as increase by 1, and whenever it sleeps there’s
whispers, or in normal conversations. Certain a 50% chance that it dreams of mushrooms.
cults are known to cultivate mycological wildfire in   In addition, whenever the infected
careful efforts as the infection tends to make those creature takes 15 or more bludgeoning,
it infects stronger even as it takes them over. piercing, or slashing damage it releases a
Sentient Sickness. The most disturbing aspect of cloud of infectious spores in a 5-foot radius.
mycological wildfire is how it forces victims to act The infected creature is immune to its own
toward strange goals and undertake nonsensical spores.
tasks. Many of the diseased descend far below the   At the end of each long rest, the infected
surface—never to be seen again. creature makes a DC 15 Constitution saving
When a creature is exposed to mycological throw or its infection level increases by 1.
wildfire spores, either through inhalation or 5: Loud The infected creature’s fungal growths
consumption, it must make a Constitution saving spread but can be hidden by a robe (though
throw (DC 10 + 1 per previous exposure in the last the hood must stay up to prevent others
day) or become infected. Undead can be carriers of from seeing the glassy eyes or growths
mycological wildfire and cause infection with their creeping up its neck), two of its ability
natural weapons, but are immune to its effects. The scores increase by 1, and whenever it takes
ability scores increased by this disease are chosen 5 or more damage it releases a cloud of
by the GM, and creatures immune to the charmed infectious spores in a 10-foot radius. The
condition can still be compelled by mycological infected creature is immune to its own
wildfire. spores. In addition, once per day the disease
After a creature has stayed at infection level 1 for can force the infected creature to make a
two weeks it is cured of the disease. DC 15 Wisdom saving throw. On a failure,
the disease takes over the infected creature
TABLE: MYCOLOGICAL WILDFIRE for 1d6+5 rounds. This functions as the
1: Initial No apparent signs. At the end of each long dominate monster spell, except the infected
rest, the infected creature makes a DC 15 creature repeats the saving throw at the end
Constitution saving throw or its infection of each of its turns, ending the effect on a
level increases by 1. success. When the disease takes control for
2: Dormant The infected creature starts to lose its 1 minute or longer, it can do so again within
sense of smell but there are no other the next 24 hours. At the end of each long
apparent signs. At the end of each short rest, the infected creature makes a DC 13
rest, the infected creature makes a DC 15 Constitution saving throw or its infection
Constitution saving throw or its infection level increases by 1.
level increases by 1. 6: Critical The infected creature becomes covered in
3: Tactile The infected creature becomes slightly fungal growths that hijack its body, and
clumsy. When it rolls a natural 1 on a it is unable to retain its own mind for any
Strength or Dexterity check, it stumbles significant amount of time. At the end of
and falls prone. At the end of each long each long rest, the infected creature makes
rest, the infected creature makes a DC 15 a DC 16 Wisdom saving throw or the disease
Constitution saving throw or its infection takes over its body until it finishes a long
level increases by 1. rest.

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Diabolical Diseases
Wyrm Pox TABLE: WYRM POX
Believed to originally be a parasite on various 1: Initial There are a number of sand-sized eggs
draconic species, wyrm pox is a plague feared in the infected creature’s solid waste and
for both what it does to those it afflicts and what after 1 week its infection level increases
comes afterward. Small wyrmlings are born within by 1.
the flesh of the infected, slowly eating and growing 2: Hatching The sand-sized eggs still in the infected
until they create boils on their host’s body that then creature’s body hatch and the wyrmlings
burst, causing the wyrmlings to move on to the begin to feed. The infected creature
next phase of their life cycle. must consume twice as much food as
When a creature breathes in a wyrmling egg normal and after 1 week its infection level
(each is about the size of a speck of dust), it must increases by 1.
make a DC 11 Constitution saving throw or become 3: Pupation Painful and translucent boils spread
infected. Celestials, constructs, elementals, fiends, across the infected creature’s body,
plants, and undead are immune to this disease. miniscule worm-like shapes writhing
This disease can be reversed up until a creature inside. Whenever the infected creature
reaches infection level 4. After a creature has taken regains hit points there is a 50% chance
35 poison damage within 24 hours, when it finishes that it regains half as many hit points as
a long rest it can make a DC 14 Constitution saving normal, and when it takes 10 or more
throw to reduce its infection level 1, curing itself if piercing or slashing damage one of the
it is at infection level 1. boils is popped, forcing the infected
creature to make a DC 15 Constitution
Pox Wyrmling saving throw. On a failure, it is poisoned
Tiny dragon, chaotic neutral for 1 hour. After a number of boils equal to
Armor Class 13 (natural armor) the creature’s Hit Dice have been popped,
Hit Points 15 (6d4) its infection level is decreased by 1.
Speed 20 ft., burrow 10 ft., climb 20 ft., fly 30 ft. Otherwise after 1 week its infection level
STR DEX CON INT WIS CHA increases by 1.
4 (–3) 13 (+1) 10 (+0) 8 (–1) 11 (+0) 12 (+1) 4: Emergence The boils across the infected creature’s
Saving Throws Dex +3, Con +2, Wis +2, Cha +3 body become fist-sized with wriggling
Skills Perception +4, Stealth +5 creatures as big as a finger occasionally
Senses darkvision 30 ft., passive Perception 14 swimming up to peer out at the wider
Challenge ½ (100 XP) world. Whenever the infected creature
Pack Tactics. The pox wyrmling has advantage on takes damage, it must make a DC 15
an attack roll against a creature if at least one of the Constitution saving throw or 1d6 pox
dragon’s allies is within 5 feet of the creature and the wyrmlings emerge from boils in its body.
ally isn’t incapacitated. The Tiny creatures attack the nearest
ACTIONS target in a flurry of activity before
Multiattack. The pox wyrmling makes one bite attack retreating when damaged. After 15 or
and one claws attack. more pox wyrmlings have emerged from
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one the infected creature, it is cured of this
target. Hit: 3 (1d4+1) piercing damage. disease.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4+1) slashing damage

Diabolical Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Necrotizing Plague TABLE: NECROTIZING PLAGUE
A disease that rarely causes outbreaks without 1: Initial There is some redness around the bite that
some other force tipping the scales. This plague is caused the infection, general drowsiness,
relatively slow moving, and it can last indefinitely and possibly aches and pains. Each day
in those who have been subjected to it. after the third day in the Initial Infection
If a creature has been bit by another creature state, make a DC 12 Constitution saving
with the necrotizing plague, they must make a dc 18 throw. On a failure gain an Infection level.
constitution saving throw or be infected. constructs 2: Moderate The sufferer’s flesh begins to turn necrotic
are immune to necrotizing plague. and dead across their body, skin begins to
Any damage that is done by Necrotizing Plague slough off, revealing putrid musculature
is permanent, but all other effects are contingent underneath. Despite this, the subject is
upon the creature’s infection level. Necrotizing able to continue to operate largely as
Plague can be managed by keeping the Infection normal. Each time the sufferer falls below
level down, but it can only be cured by the revivify half their maximum hit points, they must
Spell, which can cure it from any level. make a DC 14 Constitution saving throw. On
a failure, they gain an infection level. The
sufferer gains:
• Resistance to necrotic and poison
damage
• Vulnerability to fire and radiant damage
• +1 AC (natural armor; necrotic tissues)
• –2 Intelligence (this loss cannot be
recovered with revivify)
3: Critical The sufferer is more dead than alive at this
point. Most of their flesh is dead, their skin
has all fallen off, their internal organs barely
function. Few can meet their gaze at this
point as their eyes are a terrifying piercing
bloodshot-gaze. The sufferer:
• Can no longer consume potions, food,
drink, etc
• Can no longer be healed by spells
• Creature now counts as undead
• Gains resistance to slashing and piercing
damage
• Gains immunity to necrotic and poison
damage
• Gains weakness to fire and radiant
damage
• –2 Charisma, –2 Intelligence (this loss
cannot be recovered with revivify)
e

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Diabolical Diseases
PLANAR
diseases
G Ms know that hitting

characters hard can make

players jump, but to truly get

them quaking try infecting

them with something! Fantasy

heroes are well‐equipped to

deal with damage dealt by

monsters, fireballs, or falling

rocks. Recovering hit points is

common and straightforward in

most games. More importantly,

getting hit isn’t usually dangerous

in and of itself—only reaching 0


writing Eran Aviram
color art Rachel Maduro hit points has a real and visceral
editing Mike Myler
layout Eric Life-Putnam impact at the table.

Planar Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Diseases tend to be unpleasant surprises and saving throw or proceed to the second stage of
present a different kind of challenge, sometimes infection, its alignment shifting one step toward
changing adventurers before a malady has run its the deity whose power it is infused with (or the
course. This article takes that concept a step further god worshiped by the creature that caused the
with diseases from beyond the world of mortals. infection). On a success, the creature recovers fully.
Most have debilitating effects that might sometimes At the end of each long rest, an infected creature
have potential use, but more importantly they must make a Charisma saving throw against a DC
shake things around and make the party reconsider determined by infection stage (first stage DC 12,
the dangers they might face in the future. second stage DC 13, third stage DC 14). The saving
Note that just like planar travel itself, these throw is made with disadvantage if within the last
diseases are more suited for higher‐level PCs. 24 hours the infected creature witnessed divine
While some can have effects that are relevant spellcasting by any follower of the same deity as
during combat most are designed with a wider‐ the one it is being drawn to.
scope in mind, to be used as fun story elements On a success while suffering from the second
or as a reminder that any dealing with the or third stage of infection, the infected creature
greater multiverse is dangerous and strange. Also regresses to the previous stage of infection. On
remember that these ailments are not the result of a failure while suffering from the second stage
bacteria or virus infection—but then again, who’s to of infection, the infected creature gains the
say the germ theory of disease is true in all settings? ideal “All must know how great my deity is.” This
can manifest in many ways, such as muttered
whispered scriptures, or as proudly trying to
Planar Diseases convert everyone around, depending on the person.
The infected creature begins to show a miraculous
Adverse Ascension understanding of the Outer Planes that gives it
Being exposed to too much unfiltered godly glory advantage on Intelligence (Religion) checks. An
is deadly to mortals, the simple matter of their infected creature that fails a second saving throw
flesh and their paltry souls too small to contain progresses to the third stage of adverse ascension.
such radiance. The most common way to contract On a failure while suffering from the third stage
adverse ascension is by use of the commune spell, of infection, the infected creature can cast shield of
becoming afflicted once every time the caster does faith once between rests. For the spell’s duration,
not receive an answer. A creature that takes radiant the infected creature begins to gently fade into the
damage equal to triple its total Hit Dice from a Astral Plane as it is drawn to the divine. At the start
celestial source can also cause affliction, but only if of each of its turns, the infected creature makes
its alignment or beliefs are the same as those of the death saving throws as if dying. The character still
creature inflicting damage. For example, a lawful acts on its turn as normal, but after three failures,
good paladin of 7th level who takes 21 or more the infected creature dematerializes into the
damage from a planetar’s flame strike may become heavens, never to be seen again. Other creatures
infected with adverse ascension. can use the Help action to grant the infected
A creature overexposed to the divine must make a creature advantage on these saves by speaking
DC 15 Wisdom saving throw or become infected with encouraging words to it.
adverse ascension. In the first phase, the infected After a priest of the same or a similar faith has
creature’s dreams and daydreams start featuring spent 7 days in one‐on‐one theology seminars with
more of the deity’s aspects and iconography. the infected creature, it makes a DC 12 Charisma
After 1d2+1 days of the disease’s first stage, the saving throw, completely recovering from the
infected creature must make a DC 12 Charisma disease on a success.

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Planar Diseases
Fractured Rift Disorder below. On a success, its infection reduces by one
Every being is tied to its native plane, both in terms stage (from mild to basic, or basic to recovered).
of the realm’s physical laws and the dimension’s Restoration and similar magic have no effect on
place in the multiverse. On rare occasions fractured rift disorder since the problem can’t be
that connection can weaken, perhaps even be fixed with positive energy. Instead, the infected
severed. Frequent travel beyond the Inner and creature needs to strengthen its connection to the
Outer Planes dilutes a soul’s tether to its original world. A druid or similarly nature‐oriented person
plane of existence. Spells such as plane shift and can diagnose the disease with a DC 18 Intelligence
well‐made portals are generally safe, allowing (Nature) check and prescribe a long‐term treatment,
for a smooth transition between dimensions, but usually requiring a month of peaceful meditation
journeying by other means can have ill effects. in an ancient grove or cave at the end of which the
Whenever a creature travels between planes using infected creature recovers.
a naturally occurring portal or dangerous magical There are legends about living with fractured rift
item (like a well of many worlds), it must make a disorder as well, the most popular claiming that an
DC 15 Constitution saving throw. On a failure, it is old dwarven hero afflicted with it crafted a pair of
infected with fractured rift disorder. magical iron boots to keep himself grounded.
Whenever the infected creature gains a level of
exhaustion, its connection to the Material Plane is Fey Longings
tested. The character makes a DC 12 Constitution The Feywild is a wondrous realm, so enchanting
saving throw or is teleported 1d20 feet away in a that some start to long for it without ever having
random horizontal direction as its connection to been there. After any personal, intimate interaction
the here and now shifts slightly. with a fey, a creature must make a DC 10 Wisdom
All of this disease’s effects manifest only while saving throw or contract this disease. Fey aware of
the infected creature is on the Material Plane. this danger can take special precautions to prevent
Unless treated (see below) the rift continues to it using wards made from special plants and oils
fracture and the infection worsens. At the end of and though most know this, few care. Characters
every week during which creature with a basic or with fey ancestry (such as elves, gnomes, and half-
mild infection does more than rest, it must make a elves) are immune.
Constitution saving throw. On a failure, the disease It takes 1d4 days for the symptoms of fey
worsens. Consult the Fractured Rift Disorder table longings to take hold. The infected creature

Fractured Rift Disorder


Level Cumulative Effect Worsens on…
Basic Make a DC 12 Constitution save after taking a level of exhaustion, or Failing a DC 15 Constitution saving throw
teleport 1d20 feet in a random direction. at the end of a week of adventuring.
Mild Make a DC 12 Constitution save after scoring or taking a critical hit, Failing a DC 17 Constitution saving throw
teleporting 1d20 feet in a random direction on a failure. at the end of a week of adventuring.
Severe Become ethereal (as the blink spell) whenever the infected creature Automatically worsens after several
rolls a natural 1 on a d20. Make a DC 12 Dexterity save to avoid weeks unless spent resting.
dropping held items just before the transition.
Deadly When the infected creature has been targeted by a magical effect —
that changes its form or location within the last round and it makes a
Strength check, melee attack roll, or attacks with a thrown weapon, it
must succeed on a DC 12 Constitution saving throw or be transported
to a random plane of existence.

Planar Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
begins to see fey wherever they look. At first it’s background, subsiding on the temporal backlash
the giggling sound of pixies just behind the next that results when the timeline snaps back.
tree, but after several days it’s not uncommon for When a creature enters an area with pastrasites,
the delusions to include being surrounded by thick it must make a DC 15 Charisma saving throw as
vines, glistening psychedelic rains, or riding a their psyche instinctively tries to maintain their
colorfully feathered frog (while in fact the infected personal timeline.
creature might be tangled in ropes, showered in On a success, the pastrasite immediately retreats,
blood or standing on a swift‐moving boat). While choosing another creature to infect. If there
these vivid hallucinations are complete, they do are none, it can no longer maintain its temporal
not directly lead to a character being harmed or existence; it disappears and leaves behind a strong
put into harm’s way. sense of imminence within its would‐be victims.
When the infected creature makes an opposed For the next several hours, these creatures all have
Wisdom (Insight) check or a Charisma (Deception, advantage on Intelligence checks made to recall
Intimidation, or Persuasion) check, it must make information.
a DC 12 Wisdom saving throw. On a failure, the On a failure, the creature is infected with the
character is charmed by one random creature disease. The pastrasite immediately destroys
it can see. This creature cannot be an ally of the several years of the infected creature’s past. If it
infected creature. If there’s no viable target, the has one, the character loses its background and
character instead has disadvantage on attack rolls gains a randomly determined background. This
and ability checks as it sees and tries to interact new background is now, and always has been, the
with a world beyond the veil. infected creature’s past. The character is vaguely
The best cure for fey longings is to bring the aware of what happened with blurred recollection
infected creature to the Feywild to interact with its of things being somehow “different” than before
denizens and environment. At the end of each day becoming infected. Only spells that contact other
spent in the Feywild, an infected creature makes planes can reveal information from the infected
a DC 10 saving throw to recover from the disease. creature’s previous timeline. Most facts change
Otherwise fey longing naturally fades after a month. as little as possible to remain consistent with the
infected creature’s new past, but some friction
Pastrasite remains. Whenever an inconsistency between the
This chrono‐active parasite is native to Limbo, a old and new timelines is first spoken of in front of
result of the ever‐shifting environment in which the character, it takes 10 (3d6) psychic damage.
even time is malleable. Unfortunately, pastrasites The new timeline gradually settles, and the true
are drawn to the Material Plane where the rigid past can only be restored through powerful magic
temporal structure of past, present, and future such as wish or miracle. Once a pastrasite has altered
provides an excellent foundation to cling to, akin an infected creature’s timeline, although its effects
to a caterpillar climbing up and down a tree’s bark. remain the creature recovers from the disease.
They are usually contracted in places of historical Spells like remove disease or features like a paladin’s
significance where they exist in a dormant state Lay on Hands have no effect on pastrasites.
around the time of the event itself, looking into the
future in search of visitors who have an especially Spectral Thought-Worms
interesting past—adventurers. Spectral thought‐worms are tiny parasitic creatures
There’s no certainty as to what a pastrasite looks native to the Astral Plane. Their preferred habitat is
like as they can only be detected by their symptoms. a conscious mind, where they subside on thoughts
They never come in contact with the infected and ideals. When a creature interacts with the Astral
creature itself, instead consuming the character’s Plane (via the astral projection spell or magic item

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Planar Diseases
mishaps) without the protection of a mind blank the character’s mind fights against the spectral
spell, or when it suffers prolonged exposure to the thought‐worm; in the resulting struggle, one of
less stable areas of the Astral Plane’s wild energies. its characteristics changes as above. On a failure,
Spectral thought‐worms can also be carried along a the worm clears enough space to lay eggs that
detect thoughts spell, a telepathic connections, and hatch in 1d4 days. These start eating the infected
similar effects. A creature exposed to a spectral creature’s personality, reducing its Charisma score
thought‐worm or an infected creature’s mind must by 1 each day until the infected creature’s Charisma
make a DC 15 Charisma saving throw or contract score reaches 0; the infected creature dies, and the
the disease. spectral thought‐worm escapes to the Astral Plane
In 1d4 days the spectral thought‐worm’s through the tiny planar opening created by the
symptoms manifest in an infected creature. The departing soul.
parasite infests the character’s mind and eats the Spectral thought‐worms are susceptible to
infected creature’s identity, creating a mental space psychic damage (thus their penchant to hide
into which it will lay its eggs. An infected creature’s within minds as a shield against astral energies).
background characteristics start changing. Roll 1d4 When an infected creature is targeted by lesser
to determine what changes (personality trait, ideal, restoration or takes psychic damage equal to or
bond, or flaw) then re‐roll the chosen characteristic. more than its Charisma score, the parasite goes
This is the infected creature’s new belief structure, dormant for a week. A dormant spectral thought‐
which the character might not notice on its own. worm is destroyed when the infected creature takes
An infected creature that does not have these psychic damage equal to or more than its Charisma
characteristics has its memories altered instead score. Upon destruction, a spectral thought‐worm
(as the modify memory spell). dissolves into stray thoughts that are expelled
When an infected creature finishes a long rest, it throughout the next day as semi-insightful sayings
makes a DC 15 Charisma saving throw. On a success, that float through the character’s mind. e

Planar Diseases  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
fungal
bums
A supplemental adventure for 4–5 PCs of 3rd–6th level

T hey say they’re only

hitching a ride, but can you

really tolerate a grove of talking

mushrooms sprouting from your

back? It started as a little itch after

defeating some mushroom beasts,

an ailment no healer seemed able

to cure. Then you started to feel

stronger, better than before—so

you’re rationalizing, thinking you

should tolerate or even trust the writing Andrew Engelbrite


color art Jeff Chen
little bums. After all, they are a maps Dyson Logos
editing Mike Myler
part of you now … layout Eric Life-Putnam

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Fungal Bums
Background Alternative Creatures
Umamish are sentient parasites that siphon off If a dinosaur doesn’t fit in with the rest of the campaign,
nutrients while slowly integrating their fungal after adding in the statistics of fourth-stage umamish
roots into a creature’s nervous system until the infection the following creatures can stand in for Uncle
infestation takes full control of the host, compelling Switchback: manticore, mummy, owlbear, wight,
it to seek out dark damp places and lure or capture winter wolf, yeti.
others for infection. A local legendary swamp
monster nicknamed Uncle Switchback is suffering carrying. It’s old Uncle Switchback, he’s gone mad!
from the late stages of umamish infection, and the Every sailor ’round here knows the old Uncle, ’tis
normally gentle giant has begun snatching local a great big friendly thing … or it was. Something’s
fisherfolk to deposit into her muddy cavern home got to him! Pulled both my mates right off the boat!
to be further vessels for the insidious fungus. Didn’t kill ’em neither, drug ’em off to his lair. I knows
where it is! I can take ya!

Supplemental Bartholomew owns a small fishing vessel named


Adventure Low Tide that can take the PCs to Uncle Switchback’s
This adventure is best played throughout a lair about half a day’s sail from town. Bartholomew
campaign, starting at 3rd level with the Local has little to offer in payment except a promise to
Legend encounter, which results in a PC becoming take the party anywhere they’d like after this ordeal
infected with umamish. The infection should has passed—assuming his shipmates make it out
be allowed to progress over time (see Umamish alive. He drops anchor a few hundred feet from a
Infection) as the party pursues other quests. Once roughly spherical cave about 40 feet wide, half of
the adventurers reach 6th level, the threat of the which is flooded with water 10 feet deep and the
umamish should be made clear, and “Fungal Bums” rest with thick mud that counts as difficult terrain.
can conclude with the Mushroom Samba encounter. Bartholomew’s trio of crewmates (halfling bandits)
Alternatively, this adventure can be a self- have been stuck up to their necks in the mud
contained quest by using a hardened version of and are all infected with umamish spores. Uncle
the Local Legend encounter while the PCs are 6th Switchback (a plesiosaurus suffering from fourth-
level, progressing rapidly through the infected stage umamish infection) fights until killed.
PC’s umamish infection and finishing with the Uncle Switchback is covered in muck, moss, and
Mushroom Samba encounter the next day. mushrooms and filled with the blind commands of
rage sent directly to his brain by the umamish. If
Local Legend by chance or ingenuity the PCs manage to avoid
“Fungal Bums” begins in any town or settlement infection, the adventurer with the lowest saving
near a lake, river, bog, swamp, or other natural throw result against his Umamish Explosion
body of water that could hide a Large-sized creature. becomes infected. One way or another, at least
Bartholomew Skinner (a halfling bandit captain) one PC should end this encounter infected with
has recently been attacked by Uncle Switchback umamish; the symptoms take days to appear, and
and is looking for brave adventurers to go after the saves may be rolled secretly at the GM’s discretion.
beast. Wherever he encounters the PCs, read or The old sailors are somewhat sad that their local
paraphrase the following: legend had to be put down, but thankful for the
party’s help. Bartholomew pledges his crew to
A scraggly old halfling man runs up to you in a panic, aid the PCs, and from this point forward the
“You lot! You lot look likes you can handle yourselves, adventurers can count on the Low Tide to transport
what with all them armor and swords and things ya them across the local waterways.

Fungal Bums  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Uncle Switchback the following day.) For NPCs or creatures without
Large beast, unaligned class levels, umamish infection progresses to the
Armor Class 14 (natural armor) next stage automatically every 1d4 weeks. If the
Hit Points 76 (8d10+32) infected creature spends the majority of its time
Speed 20 ft., swim 40 ft. in a damp and dark environment such as a cave,
STR DEX CON INT WIS CHA swamp, or dungeon, its infection progresses to the
20 (+5) 17 (+3) 18 (+4) 2 (–4) 12 (+1) 5 (–3) next stage every 1d2 weeks.
Skills Perception +3, Stealth +5 First Stage. First stage symptoms include warty
Damage Immunities poison growths and a persistent rash that covers most
Senses passive Perception 13 of the back and shoulders. The infected creature
Languages — regains only half the normal number of hit points
Challenge 3 (700 XP) when spending Hit Dice during short rests as
Hold Breath. Uncle Switchback can hold his breath for the fungal infection siphons off its vitality. The
1 hour. umamish also act as a blood filter for their host,
Umamish Explosion. When Uncle Switchback dies, his giving the infected creature immunity to poison
corpse explodes with a burst of spores. Each creature damage and all other nonmagical diseases.
within 50 feet of him must make a DC 15 Constitution Second Stage. At the second stage of infection
saving throw, becoming infected with umamish on a the umamish sprout as full mushroom caps with
failed save. eyes and mouths, gaining the ability to speak and
ACTIONS understand any language their host knows. The
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one umamish lie and plead with their host to keep
target. Hit: 14 (3d6+5) piercing damage plus 4 (1d6) them “happy” about their presence, presenting
poison damage and the creature must make a DC 15 themselves as “symbiotic.” The umamish make
Constitution saving throw or become infected with Charisma (Persuasion) and Charisma (Deception)
umamish. checks with a +8 bonus. As the mushrooms
intertwine with a substantial amount of muscle
tissue, the infected creature gains a +2 bonus to
Umamish Infection both its Strength and Constitution ability scores.
Umamish are unique among fungi as they are Third Stage. At the third stage of the infection, the
the only parasitic fungus known to have gained umamish fully integrate into their host’s nervous
sentience. These parasites extract their host’s system. The infected creature gains a +2 bonus to
nutrients while invigorating the victim to keep it its primary spellcasting ability score (or Dexterity
alive long enough to spread further spores. When a if the infected creature does not have the Pact
beast or humanoid creature is exposed to umamish Magic or Spellcasting features). The umamish also
spores, it must make a DC 15 Constitution saving become constantly aware of the infected creature’s
throw or become infected. surface thoughts as per the spell detect thoughts.
It takes 1d4 days for the infection’s first symptoms Fourth Stage. At the fourth and final stage of
to manifest in an infected creature. The umamish infection, the umamish attempt to control the
then grow slowly and their rate of growth varies mind of the infected creature and spread their
greatly depending on their host. spores. The infected creature becomes charmed
Whenever the infected creature advances in a by the umamish as per the spell geas, and it is
class level, their umamish infection progresses to compelled to infect other creatures with umamish
the next stage (if running this adventure as a short spores and to take infected creatures to damp dark
self-contained quest, progress the infected PC places. Whenever the infected creature hits another
immediately to stage 4 infection when they wake creature with a melee attack, that attack deals an

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Fungal Bums
additional 3 (1d6) poison damage and the creature The PCs are offered a lifeline as Bartholemew
must make a DC 15 Constitution saving throw or Skinner tracks down the party to give them the
become infected with umamish. In addition, when good news—his crew came down with the same
the infected creature dies, its corpse explodes with umamish infection that afflicts the adventurers and
a burst of spores. Each creature within 25 feet of he found a solution. A druid named Pendlewine
it must make a DC 15 Constitution saving throw, (who specializes in fungi living deep in the
becoming infected with umamish on a failed save. marshlands) was able to cure his crew, and he
For every size category larger than Medium the offers to take them to immediately see the healer.
infected creature is, the radius of this trait doubles. Pendlewine (NG gnome druid 15) lives within
a secluded grotto above a wide marshland. His
Roleplaying Umamish cavernous home has a natural stream running
Umamish are mischievous, mean-spirited, and through it and is coated in countless species of
manipulative. Having an umamish infection is exotic fungi. Once the PCs reach his home, read or
like having a crowd of hecklers on one’s back. An paraphrase the following:
umamish infestation usually consists of about a
dozen individual mushroom caps that all chatter The umamish chuckle and mock the recumbent gnome
away at each other and poke fun at their host when with jeers of “This is it? You think this pudgy thing will
it fails at something. However, they’re excellent get rid of us? HAH!”
at pleading for their continued “partnership” and   The gnome takes a puff of his pipe and says, “I see
endlessly proclaim the many “benefits” from the problem, persistent little buggers ain’t they? Well
allowing them to hang around. young pilgrims you’ve found just the humble healer
who can silence them for good. Though I’ll warn you,
Curing Umamish Infection the medicine for this particular little ailment is tough
An umamish infection is extremely difficult to cure to swallow. So before I proceed, are you absolutely
and normal medical and magical means such as sure you want the cure?”
the lesser restoration and greater restoration spells
are ineffective, as is a paladin’s Lay on Hands. Pendlewine is vague about the nature of his “cure,”
Umamish are still acting as a blood filter for and the umamish are quick to denounce him as a
their host, however, and they can be overloaded by charlatan. Assuming that the PCs decide to accept
particularly strong toxins. The infected creature is the strange gnome’s cure, the druid instructs
immune to poison damage, but when this immunity them to “get ready” and begins preparing a spell.
would prevent the infected creature from taking 20 Pendlewine casts transport via plants and passes
or more poison damage from a single attack, the through a large mushroom, leaving the adventurers
umamish infestation withers away and the creature to wonder for a moment before an even more
fully recovers from the disease. confused young green dragon is unceremoniously
flung back through the same portal!
Mushroom Samba The dragon is confused and angry, and it fights
As they progress through 4th and 5th level, infected until killed, starting with its poison breath attack
PCs deal with the infection throughout numerous that is conveniently a perfect cure for the umamish
encounters as their condition continues to become infection. The poison overloads the fungus, which
more severe. Once the adventurers reach 6th level, then withers away and dies. Pendlewine returns
the infections are at the fourth stage and the once the dragon is killed, smugly asking, “How
umamishes’ true intentions become clear as they do the patients feel? I normally whisk the dragon
attempt to assert control. away after it breathes out that lovely cure but you
all seemed to be having such fun.”

Fungal Bums  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Resolving the Adventure
In addition to ridding themselves of the umamish help with any odd ailments in the future, though
plague, the PCs should find themselves in his “cures” are usually as bad as the disease. Finally,
possession of a dragon carcass. The horns, scales, Bartholemew and his crew still feel indebted to the
and teeth are worth a total of 1,850 gp once properly party and can ferry the adventurers where they
harvested. Pendlewine can also be counted on to need to go for any future adventures. e

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Fungal Bums
pallid
piper
A supplemental adventure for 4–5 PCs of 7th–9th level

U mamish are chatty and


manipulative fungal para­
sites that slowly take control of
a host’s mind to spread to fresh
victims. You’ve eradicated this
infection before, but someone has
taken it upon themselves to help
the mushrooms along—at every
turn you run into fresh infestations,
and news is spreading of a Pallid
Piper inflicting the umamish on
the unwitting then disappearing
with a song.

writing Andrew Engelbrite


color art Indi Martin
maps Dyson Logos
editing Mike Myler
layout Eric Life-Putnam

Pallid Piper  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Background his musical wake. Ideally, this should be a village the
The Pallid Piper is the creation of a demon lord: party have visited before and had an opportunity to
the Fungus Queen. While it resembles a human, experience before the Piper’s visit. It’s also ideal if
its flesh is a purely a fungal construct. As of late the adventurers are returning to this town after the
many of the fungoid races have parted ways with completion of some quest.
the fiendish monarch; she intends to use the Piper
to bring them back in line, and she plans to make This place is not as you remember it. A seemingly
many more if the first proves successful. The tune infinite variety of fungi sprouts from every bit of wood
of the Piper causes spores to quickly take root in sight, and slime molds coat the cobblestones,
and minor molds to overgrow into full-blown envelop the carts, and cover wares seemingly
infestations while the unnerving joyful melody of dropped and scattered everywhere in haste. Patches
the Fungus Queen fills the hearts of victims even of brightly colored mushrooms sprout out from
as their bodies moulder before their eyes. The odd angles, giving the town a hauntingly festive
Pallid Piper is now loose, and if his song reaches appearance. You hear singing up ahead from a chorus
a crescendo the world will celebrate joyfully while of voices each reciting a joyful tune, though the
falling to his evil master. words themselves are jarring and unnerving—a trio
of figures stalk the town square, each with a choir of
umamish on their backs, and a fungal mass sits at the
Supplemental center eagerly devouring bodies.
Adventure
This adventure is best played throughout an existing The adventurers and their umamish are singing in
campaign as a series of side quests, starting with Abyssal; if any of the PCs can understand it, they’ll
the PCs’ first encounter with the Pallid Piper in the hear various refrains about “hark the Piper” and
Sporecap A Cappella encounter at 7th level. This “decorating for the Fungus Queen”. If the party
encounter is followed up while the PCs are at 8th makes a DC 15 Intelligence (Religion) check they’ll
level with the Mycelium Harmonies encounter recognize the Fungus Queen as a demon lord,
and concludes at 9th level with the Fungal Finale though the Piper should still remain mysterious.
encounter. This is a sequel to “Fungal Bums” and The shambling mound that has arisen here is
shares several themes, mechanics, and characters happily devouring corpses and fights until slain.
(including umamish infection; see “Fungal Bums”). The diseased NPCs are Kurt Roseheart (a NG human
Each can be used separately or fused together for knight), Elanda Leftfoot (a CG halfling priest), and
one extended adventure to weave into an existing Yotul the Wise (a LG half-orc mage), all suffering
campaign. from the effects of fourth-stage umamish infection
Alternatively, this adventure can be used as a (see “Fungal Bums”) and ultimately under the Pallid
self-contained quest by running the Sporecap A Piper’s control. These afflicted fight until killed
Cappella and Mycelium Harmonies encounters unless they are cured of their umamish infection
while the party are 9th level, progressing rapidly through excessive poison damage, at which point
through the encounters back-to-back rather than they immediately join alongside the PCs (though
spacing them throughout other adventures. they refuse to kill their companions and prioritize
curing them).
The Piper’s song has also sprouted up numerous
Sporecap A Cappella clutches of extremely toxic mushrooms. Randomly
The adventure starts in any small village or place five such mushroom clutches around the
settlement that the PCs are traveling towards—the combat area, with each patch occupying a 5-foot
Pallid Piper has visited it and chaos has erupted in square. Any creature that enters one of these

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Pallid Piper
squares must make a DC 18 Constitution saving cured their umamish infections. The Pallid Piper
throw or immediately take 25 poison damage. is attempting to control him, and Pendlewine is
As the encounter begins, any PC with a passive having to focus all of his effort into resisting the
Intelligence (Nature) of 12 or higher recognizes the Fungus Queen’s insidious song.
toxic mushrooms. The Pallid Piper has already used Flourishing
Once the PCs defeat the monstrous plant and Rot to conjure violet fungus and relies on them
defeat or cure the diseased NPCs, the fungal to distract the PCs while he works on controlling
presence seems to fade, and many of the large Pendlewine. If attacked, the Piper turns his
fungi start rotting away as the song ends. The attention to the party, combining fungal black
townsfolk slowly emerge from their buildings tentacles with pseudopod attacks. Pendlewine is
shortly after the singing stops, celebrating the incapacitated throughout the combat.
party’s victory and treating them as conquering Once the Piper is brought to 50 hit points or below,
heroes. The adventurers are rewarded with free he cuts his losses and uses transport via plants to
amenities such as lodging and food, along with escape through a nearby mushroom. Should the
their choice of local wares. PCs be inclined to follow him, Pendlewine warns
When questioned about the mushrooms, the them off and uses his own powers to block the exit
townsfolk speak of a strange old man that strode with thick fungi.
through town playing a jaunty tune on a strange After the Piper departs, Pendlewine thanks the
flute—and the monstrous fungal mound that party and explains the creature’s true nature—and
sprouted up around him as he played. They recount the imminent threat posed by the Fungus Queen.
how the trio of outsiders charged the old man, and He then takes his leave, begging the PCs to aid him
how their backs suddenly sprouted fungus as he once he can find a way to track the fiend down.
simply disappeared.
If any of the diseased NPCs are cured and survive, Pallid Piper
they pledge a life debt to the party. At the GMs Medium plant, chaotic evil
discretion, they can be asked to come along on a Armor Class 16 (natural armor)
future quest and will obey the PCs orders to the best Hit Points 119 (14d8+56)
of their abilities (though they won’t harm innocents, Speed 30 ft.
each other, or do anything obviously suicidal). STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 12 (+1) 15 (+2) 19 (+4)
Saving Throws Dex +8, Wis +6, Cha +8
Mycelium Harmonies Skills Perception +6, Performance +8
This encounter begins while the PCs are 8th level Damage Immunities poison
and traveling through the wilderness. Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
A jaunty tune pipes up ahead, though what you spot Condition Immunities charmed, exhaustion, fright-
around the bend is far from jovial. An old man plays ened, poisoned
his flute a few paces across from a stout gnome fellow Senses darkvision 60 ft., passive Perception 16
desperately crawling away while competing fungal Languages Abyssal
growths surge around them. He reaches out and Challenge 11 (7,200 XP)
pleads in a pained voice, “help me!” Fungus Queen’s Herald. Any fungal plant creature or
creature afflicted with umamish infection (see Fungal
Adventurers who played through “Fungal Bums” Bums) that targets the Piper with an attack or a
instantly recognize the gnome as Pendlewine harmful spell must first make a DC 16 Wisdom saving
(NG gnome druid 15), the druid that previously throw. On a failed save, the creature must choose

Pallid Piper  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
a new target or lose the attack or spell. This spell Fungal Finale
doesn’t protect the Piper from area effects, such as This encounter kicks off as the 9th-level PCs are
the explosion of a fireball. in a relatively calm area. Pendlewine returns and
Innate Spellcasting. The Piper’s spellcasting ability announces that he’s located the Pallid Piper with the
is Charisma (spell save DC 16, +8 to hit with spell help of some unlikely allies—a trio of commoners
attacks). He can innately cast the following spells, he’s brought with him who are obviously suffering
requiring no material components: from fourth-stage umamish infection, though
At will: chill touch, detect magic, locate animals or the fungus is uncharacteristically subdued and
plants unaggressive. The druid explains that the umamish
3/day each: black tentacles (fungal in appearance), are wholly against the Fungus Queen’s takeover of
dispel magic, entangle, plant growth (fungal plants their kind and are happy to help cut off her influence
only) by revealing a secret about their nature: all of them
1/day each: transport via plants (fungal plants only) are grown from the same sporestalk, and they
Piper’s Tune. While conscious, the Piper constantly can sense one another across the Material Plane.
plays a magical prayer to the Fungus Queen causing Thanks to these umamish, Pendlewine knows
mushrooms and lichen to flourish around him. A fun- exactly where the Piper is hiding and can take the
gal plant creature or creature afflicted with umamish PCs there whenever they’re ready. Unfortunately
infection that starts its turn within 30 feet of the he and the umamish can’t help once they arrive, as
Piper (including the Piper) regains 5 (2d4) hit points. their fungal nature makes them far too susceptible
In addition, any creature afflicted with umamish to the Piper’s control.
infection that starts its turn within 30 feet of the Piper
must make a DC 14 Constitution saving throw or its 1. Marshy Crag
umamish infection progresses to the next stage. Once the PCs are ready, Pendlewine uses transport
ACTIONS via plants to take them directly outside the Piper’s
Multiattack. The Piper makes two pseudopod attacks. hidden grotto into a small cave beneath a hot and
Pseudopod. Melee Weapon Attack: +8 to hit, reach humid rainforest canopy. To the north, a narrow
10 ft., one target. Hit: 7 (2d6) bludgeoning damage crack in the stone leads further in and is framed by
plus 13 (2d8+4) poison damage. colorful mushrooms (area 2).
Flourishing Rot (1/Day). The Piper magically grows
either a shambling mound or 3d4 violet fungus in 2. Fungal Gallery
unoccupied spaces that he can see within 50 feet. A central column is absolutely covered in shelf
Whatever is conjured acts on the Piper’s initiative fungus, and bizarre fungal growths mark the walls.
starting at the beginning of his next turn, obeying his A passage to the west curves into a spiraling slope
spoken commands. downwards (area 4), the ominous and oddly joyful
Fungus Queen’s Orders. The Piper chooses a fungal song of the Piper spills from a further chamber to
plant creature or creature afflicted with umamish the north (area 5), and a wide passage choked with
infection he can see within 30 feet. If the target can humid fog opens to the east (area 3).
hear the Piper, it must succeed on a DC 16 Wisdom
or be charmed by the Piper. The charmed target 3. The Nursery
regards the Piper as a trusted friend to be heeded This chamber is hot with mulch and decay,
and protected. Although the target isn’t under the drenched, and smelling of death. A central mound
Piper’s control, it protects the Piper to the best of its of soft peat was once half a dozen locals who came
abilities. A creature can repeat the saving throw at the to inspect the cave. Anyone who attempts digging
end of each of its turns, ending the effect on itself on into the mound quickly discovers as much but can
a success. recover numerous cultural artifacts and jewelry

EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Pallid Piper
worth 400 gp to museums or researchers, or 800 gp lines) must make a DC 18 Constitution saving
if returned to the relatives of those lost here. A wide throw or immediately take 25 poison damage. The
passage choked with fog opens to the west (area 2). southern wall is slicked with a slime mold that the
Fungus Queen transmits her visage into to check
4. The Piper’s Respite upon the Piper’s progress. An upward slope leads
This lower area houses the closest thing to a home through a tunnel to the northwest (area 5).
the Piper has: a bed of loamy soil he rests in to As the PCs arrive, the Piper is reciting a new song
recuperate. It also contains 4 explorers (veterans) of his master’s praise and their interruption puts a
suffering from fourth-stage umamish infection scowl on the Fungus Queen’s face. In Abyssal, she
being used as servants, a remnant of a failed says, “prove your worth or wither” then disappears
expedition to this jungle. The location of each is from the slime mold. The furious Pallid Piper fights
marked on the map in this area with a star. They until killed. If the explorers from area 4 aren’t
fight until killed or cured of umamish infection, at already killed or cured, they arrive to defend him
which point they aid the PCs to the best of their in 1d4 rounds and spread umamish infection as
abilities in any attempt to kill the Piper. A tunnel quickly as possible.
curves upward towards the southern end of this
chamber (area 2).
Resolving the
5. The Doorman Adventure
This broad chamber holds a beast once worshiped While not treasure in the traditional sense, the
as a jungle god, now diminished to being the Piper’s fungus in these caves was genuinely and carefully
guard dog. A giant ape suffering from fourth-stage nurtured and is worth over 8,000 gp to the right
umamish infection sits in the spot marked with a botanists or poison makers. Pendlewine offers to
star, his umamish caps endlessly singing Abyssal safely harvest them for the PCs if he sees them
praises to the Fungus Queen. It attacks any non- hack away at the fungus like amateurs, and he’s
fungal intruder and fights until killed. A narrow also willing to transport the party wherever they’d
passage draped with colorful mushrooms leads like to be dropped off once they’ve finished looting
south (area 2), and a downward slope heads into a the caves.
tunnel to the northwest (area 6). In addition, the remaining “allied” umamish
commoners have a somewhat disquieting offer to
6. The Audience Chamber make: to infect any of the PCs on a more “symbiotic”
This cavern is decorated in bizarre and exotic fungi level that attains sentience but never progresses
arranged and flourishing like the most elegant past first-stage infection or attempts to take control.
of gardens. Sizable patches on the western and Any adventurer who accepts gains immunity to
eastern walls are coated in a particularly noxious poison damage and non-magical diseases, as well
shelf fungus. A creature that enters a square with as some chatty stowaways—and whether or not
one of these toxic patches (marked with the jagged their offer is genuine or a trick is up to the GM. e

Pallid Piper  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
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EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game  |  Pallid Piper
Open Game License Version 1.0a
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Open Game License 1.0a  |  EN World EN5IDER: Sickness and Health: Diseases for Your 5E Game
Art by
Dennis Darmody

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