Book of Vile Darkness The book of vile darkness is here to assist DMs with crafting truly evil villains and worlds to challenge their heroic players. The advice in this and later content is intended for mature audiences. Themes of addiction, violence, and murder will be explored. The intention of this document is to port the 3rd edition rules of the book of vile darkness to fifth edition. There are going to be many gaps in the document as to the more story based aspects, I would encourage you to read the Book of Vile Darkness if you enjoy this writeup. Many points in this document reference portions that have not been added yet. Rest assured they will eventually. Part 1 : Fetishes and Addictions This portion of the Book of Vile Darkness details the qualities of some slaves to darkness, such as cannibalism, drug addiction, and disturbing prversions. A character can have one or more of these features, though the effects are typically permanent fictures to the deranged personality of the individual. Cannibalism Cannibals are creatures that eat others of their kind. With the variety of intelligent races and creatures of Dungeons & Dragons, this definition can be expanded to describe anyone that frequently eats the flesh of intelligent creatures, especially when other more socially acceptable options are available to them. Cannibals are immune to disease through their frequent consumption of uncooked flesh, as well as proficiency in Constitution saving throws. However, at the point where those benefits would kick in, they find themselves incapable of digesting plant matter and meat from non-sapient creatures. Should they not have access to at least 2 pounds of meat from a creature with an intelligence of greater than 6 or higher, they suffer the normal consequences of not eating as defined in the PHB. Masochism Masochists revel in their own pain, rarely finding themselves at maximum hit points. A masochist finds himself constantly placing himself in situations where he may find that delightful mix of pain and pleasure, the line between the two being constantly blurred. When encountered, a masochist often has ~20% of his maximum hit points lost due to self-inflicted wounds. When a masochist takes damage while at less than half his hit point maximum, he gains advantage on his next attack roll, ability check, or saving throw. In addition, they can use their action to inflict 1d6 damage with a melee weapon to themselves to grant themselves an additional saving throw against an effect that is charming or frightening them. While at greater than 90% hit points, the masochist has disadvantage on all attacks rolls, ability checks, and saving throws. A masochist also always has disadvantage on dexterity saving throws to avoid effects that would result in halved damage on a successful save. Self-Mutilation Where the masochist enjoys the pain brought on by self-flaggeltation, self-mutilators delight in the scarring and deformation of their own flesh over the pain it causes. Often covered in scar tissue and open wounds, they will very rarely be satisfied with their current appearance and will fiddle with blades and whips in moments of idleness. Occassionally self-mutilation is done as a form of ritual or prayer. Most often however it is a sign of simple derangement. Tiny objects can be hidden underneath the skin, healing into a hard scar around it as the body repairs itself. Self-mutilators reduce their hit point maximum by 10, in exchange for a +1 bonus to their AC. This bonus stacks with any armor or shield bonuses they already have. Sadism The sadist delights in the pain of others. While sadomasochists, those that enjoy the pain of themselves and others, most generally hate suffering the pain they inflict. When a sadist deals damage with a melee weapon, they have advantage on the next attack roll against the same target until their next turn, and disadvantage on any attack rolls against different targets. If a sadist scores a critical hit, they must make a DC 15 Wisdom saving throw or be stunned until the end of their next turn as they revel in the pain of their victim. Psycopathy Psycopathy refers to a wide range of metal disorders that can take a myriad of forms. For the sake of this document, psycopathy refers to an obsession, and eventual addiction, to killing. The typical behavior of a psycopath is one who does not have the same obesssion with pain as a sadist or masochist would, and prefers to simply cause as much death as possible. Whenever a psycopath reduces a creature to 0 hit points, they gains temporary hit points equal to the creatures hit dice. If a psycopath goes more than 1 week without killing a creature, they gain a long-term madness trait. Each day after the first week they roll on the table again, replacing the trait they received on the first roll.

Rapists are another variety of psycopath that prefers sexual violence to murder. While rape and sexual violence are common in early medievel settings, including it in a campaign without the full consent of the players involved can lead to many feeling deeply uncomfortable. Mechanics for this vile act are not provided, but in more deeply evil campaigns, few psycopaths are more reviled than a rapist. Misc. Sexual Fetishes Many forms of odd sexual fetishes afflict the deranged minds of the world. Ranging from bestiality, sex with animals, and necrophilia, sex with corpses, many of these fetishes stem from a desire for power or control. Often though it is simply the result a profound derangement of attraction. Shapechangers such as dragons or the fey will often engage in intercourse with those otuside their own species, while followers of Orcus may engage in necrophilia as part of evil rituals. Drug addiction An individual addicted to the use of a particular substance is prone to erratic, violent, and sometimes self-destructive behavior. Some addicted people reach a point at which they need the substance to function normally, so they sell off their material possessions (and in some cases their family members) to get the drugs they crave. Drug addictions function much like diseases, as detailed in the Dungeon Master's Guide. More information on drugs will be provided in a later installment. Evil Races Sometimes, an entire culture or race is evil. Examples of evil races can be found by examining the Monster Manual entries for drow, duergar, orcs, and mind flayers. Following are some examples of cultures (subdivisions of existing races) that are thoroughly evil. Vashar See the description of the Vashar in the original Book of Vile Darkness. The Vashar are a race of proto-humans who derided their creators and exist in a truly amoral state, doing whatever they wish whenever they wish to do it. All Vasharans are born out of rape, anger, and pain. They understand only hate, selfishness, and greed. Yet as much as they love to kill and maim, one goal fuels their souls even more strongly: deicide. The Vasharans want to kill the deities that created them. Vashar are generally indistinguishable from humans, although they will not typically care about how other view them, though they have no particular disdain for other races moreso than humans. Alignment Even moreso than the hated drow, Vashar are exclusively evil. Selfishness and hatred course through their veins and they have absolutely no problem with this. Appearance Other than any manner of clothing, garb, or scars, Vashar are indistinguishable from normal humans. Religion Vashar despise gods, and will almost never worship them nor use divine magics, even for evil dieties. Names Same as humans Adventurers Vasharans favor arcane magic. Many take up the wizard class, and many others are born into sorcery. Vasharan spellcasters thrive on corrupt spells and evil magic, and they develop new spells all the time. Despite their distaste for divine magic, the Vasharans do have a few clerics of a sort, called ur-priests. These individuals do not channel power from the gods—they steal it. The Vasharans claim that the proper role of the cleric is not to serve, but to take. Vasharan fighters, rogues, blackguards, cancer mages, vermin lords, and diabolists are also common. Vasharan Racial Traits Vashar use the same traits as humans. Ability Score Increase: Your Ability Scores each increase by 1. Age: Vashar reach adulthood in their late teens and live less than a century. Alignment: Vashar tend toward no particular alignment. The best and the worst are found among them. Size: Vashar vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common and one extra Language of your choice. Vashar typically learn the languages of other peoples they deal with, including obscure dialects. Many vashar sprinkle a few words of Deep Speech in their dialects. If you are using the variant human template, you can replace the feat you would normally gain with a Vile Feat, described in part 4.

Jerren More information is available in the original Book of Vile Darkness. Jerren are halflings, although they despise that name. After making a deal with a malevolent entity for the power to protect their home from marauding goblinoids, the Jerren were cursed with savagery and violence beyond their peaceful origin. Soon all the goblinoids in the area were replaced with heads on spikes and blood smears representing sacrifices to dark gods. Today, the plains are inhabited by terrible bands of vicious halflings who seek to overcome, feed upon, and corrupt all those they can hunt down and catch. Personality Personality: Jerren are ruled by strength and blood lust. No leader can manage to control more than a small band of these chaotic and evil halflings, and those who show even the slightest bit of weakness or mercy are quickly cut down and devoured by the others. They live a nomadic lifestyle like other halflings. Physical Description A Jerren is physically indistinguishable from a lightfoot halfling, but its evil is so palpable that no one would ever mistake it for a normal halfling. In their rituals to dark deities such as Karaan, Erythnul, Rallaster, and the unnamed power revered by their ancestors, Jerren cover themselves with ritual scars and self-inflicted wounds. Jerren are always angry, bitter, and savage. They are always sadists and often masochists as well. Alignment Like the Vashar, the Jerren also are exclusively evil. Jerren Traits The Jerren are a subrace of Halfling. Ability Score Increase Your Charisma score increases by 1. Menacing You gain proficiency with the Intimidation Skill. Fearless You have advantage on saving throws to avoid being frightened. Dhampir The half-living children of vampires birthed by human females. They are the progeny of horror and evil, and their paths in life are often determined not only by the evil blood in their veins, but by their treatment by their mothers should they survive the experience and the world at large. Their mother's often die in childbirth, and most that survive the experience do not stay with their pale progeny for very long. For this reason, Dhampir culture does not exist in any large part, most having been raised in orphanages and the outskirts of society. The exact nature of the dhampir is one of much scholarly pursuit, as the rare species cannot reproduce their own kind, the rare children of Dhampir being invariably human. Regardless, the dhampir themselves have the long age of their vampiric parent, though they live and die like mortals. They also share a vampires aversion to sunlight, and can manifest a small inkling of the innate magical powers gifted to them by their father. Dhampir are naturally evil, and those that try to resist the urge to act in the manner of their undead parent rarely succeed. An alliance with a dhampir almost always leads to an ill-fated conclusion. Appearance Tall and slender, Dhampir are unnaturally beautiful. Most take after their mothers to a suprising degree. Their skin tones are often a ghostly white, while some range to the dark palor of a fresh bruise. Dhampir can often pass as human, their natural grace and pronounced features rarely hold up to a careful examination. They do not have true fangs, but their teeth are sharp enough to draw blood. While they do not have any physical benefit from imbibing blood, they feel a frequent insatiable desire to do so. Names Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event. Dhampir Traits Ability Score Increases Your Dexterity Score increases by 2, and your Charisma Score increases by 1. Age Dhampir reach maturity at the same rate as humans, though their features truly settle in at around 100 years. Dhampir have been known to live up to 700 years old, though their treatment by the civilized world often shortens that substantially. Alignment Dhampir rarely stray from their evil roots. Hated and feared by the world and driven to darkness by their undead heritage, an evil outlook is hard to escape. Those who struggle against their wicked natures rarely progress beyond a neutral outlook. Size Dhampir are medium creatures, tending to be on the taller side of the human scale. Speed Your base walking speed is 30 feet. Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Undead Resistance You have advantage on saving throws against disease. Manipulative You are proficient in the Deception and Perception skills.

Vampiric Charm When you reach third level, you can cast the spell Charm Person once with this trait and regain the ability to do so when you finish a long rest. When you reach fifth level, you can cast the spell Suggestion once with this trait and regain the ability to do so when you finish a long rest. You cannot use either of these abilities while in direct sunlight. Charisma is your spellcasting ability for each of these spells. Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Bite Attack While you do not subist on blood, your pointened teeth are dead giveaways to your vampiric nature. Your teeth are natural weapons which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bluedeoning damage normal for an unarmed strike. Sacrifice Most evil gods and fiends demand sacrifice. When they say sacrifice, they mean the sacrifice of a living, intelligent creature. Commonly, the victim is a humanoid, but dark powers might demand the sacrifice of anything from a medusa to a giant to a beholder. The main criteria are that the creature be alive and have an Intelligence score of 3 or higher. The sacrifice must be made in a ritualized manner. It’s fine for a blackguard to say that he is dedicating every foe he slays to Vecna. But in truth, Vecna appreciates and rewards his followers for victims killed in a ceremony and at a place dedicated to him. This means that the ritual takes time, and it probably involves extra participants and unholy trappings. In a world suffused with magic, evil gods pay attention when someone makes a living sacrifice to them, and they often reward their followers for doing so. In some abstract sense, the sacrifice adds some small mote to the god’s overwhelming power, and in return the evil deity is sometimes willing to grant a boon or a blessing in return. A sacrifice inarviably involves the ritualistic murder of a sentient being. The exact method of the ritual varies widely, but typically victims are trussed, ties, or otherwise immobilized so as to keep them in place until the ritual culminates with their murder. The method of murder is almost always specific to the diety in question, but often involves large amounts of blood spilt. Sacrifice Reward System The reward a servant of an evil god gets for making a living sacrifice to the god depends on many factors. The primary factor is the Intelligence(Religion) check result of the character performing the sacrifice. Each of the other factors is represented as a modifier to the check. Each evil deity has his or her own predilections and preferences for sacrifices, and different deities give different rewards to their followers. The following system of sacrifices and rewards is just a starting point; give each evil power in your campaign its own unique sacrifices and rewards. If a follower performs multiple sacrifices, the bonuses on the follower’s Religion check do not stack for every sacrifice; a separate check is made for each victim. Most deities give only one reward per day per temple, no matter how many victims are slain. The leader of the sacrifice, called the celebrant, can perform multiple sacrifices and consequently make multiple Religion checks, then use the best result to determine what reward might be granted by the deity. The actual reward earned by the performance of a living sacrifice varies from religion to religion. See the Typical Sacrifice Results table for some typical rewards that might be granted by an evil deity and the DC of the Knowledge (religion) check to qualify for each one. Many deities will have their own specific rewards to offer. The celebrant can choose what reward is sought and prayed for, but the deity might grant another reward, especially if the Religion check result is significantly higher than the DC of the reward sought. The celebrant can’t take 10 or take 20 on this check, and no one else can help with the check.

Typical Sacrifice Elements Sacrifice Element Religion Check Modifier Conducted in a ceremony lasting at least an hour +2 Conducted on an altar +2 Conducted in an Unhallowed area +2 Conducted in the presence of a creature important to the diety(a demon for example) +1 Conducted publicly (in the street or on the steps of a public institution) +1 Conducted before more than 10 followers +1 Conducted before more than 100 followers +1 Conducted before more than 1000 followers +1 Sacrifice loses extremities to hungry demon prior to death +1 Sacrifice is good-aligned +1 Sacrifice is pure or virginal (as determined by the DM) +2 Sacrifice has 1–5 HD or levels +1 Sacrifice has 6–10 HD or levels +2 Sacrifice has 11–15 HD or levels +3 Sacrifice has 16+ HD or levels +4 Sacrifice is a cleric of another god +1 Sacrifice is a race or character type hated by the deit +1 Sacrifice is willing, but duped or controlled +1 Sacrifice is genuinely willing +3 Typical Sacrifice Rewards Result Effect 10 A single curse is lifted from the celebrant or an item he is in posession of. 15 Enhance Ability upon the celebrant for 24 hours 15 Aid upon the celebrant for 24 hours 20 Protection from Energy upon the celebrant for 24 hours 20 Bless upon all witnessing the ceremony, up to 20 creatures, for 24 hours 20 All witnesses to the ceremony are cured of any diseases afflicting them. 25 Celebrant's AC increases by 3 for 24 hours 25 An uncommon magic item of the deity's choice appears in front of the celebrant. 30 Magic Weapon (Cast at 9th level) on celebrant's weapon for 24 hours 30 Enhance Ability upon all witnessing the ceremony, up to 20 creatures, for 24 hours 30 Summoned fiend of CR less than or eqal to the sacrifice's hit dice obeys all commands issued to it by the celebrant for 12 hours. 30 Those witnessing the ceremony have advantage on saving throws against spells, up to 20 creatures, for 24 hours 35 Those witnessing the ceremony have +3 to AC, up to 20 creatures, for 24 hours 35 A rare magic item of the deity's choice appears in fron of the celebrant. 35 Resurrection on a target that the spell could normally raise. 40 Two randomly selected ability scores of the celebrant increase by 1. 40 Magic Weapon (Cast at 9th level) on all witnesses to the ceremonys' weapon for 24 hours, up to 20 creatures, for 24 hours 45 Control Weather as directed by the celebrant for 24 hours 45 A very rare magic item of the deity's choice appears in front of the celebrant. 50 Celebrant gains a level in a class of his choosing 50 Wish for the celebrant. An individual may only receive this boon once Varies GP equal to 10 * the DC of the Religion check. The celebrant determines the number of GP (and thus the DC) saught prior to the check. A failed check indicates no GP gained.

Diseases Porting the book of Vile Darkness's Diseases to 5e Acid Fever Whenever a creature takes more than 30 points of acid damage while exposed to a source of great evil (such as a powerful fiend or a desecrated area), it risks contracting Acid Fever. The creature makes a DC 12 Constitution saving throw. On a failed save, the creature contracts the disease. It manifests 1d4 days after infection. The creature begins to break out in boils and pustules that slowly ooze black liquid. While infected, the creature has disadvantage on all Persuasion checks, and advantage on Intimidation checks. It is vulnerable to acid damage as well. If the disease is not cured within 5 days of infection, the creatures skin begins to blacken and wither. It's maximum hit points are reduced by 5 points after each long rest after this effect takes hold. If a creature's maximum hit points are reduced to 0, it dies. Blue Guts This disease comes from eating the flesh of particularly disgusting creatures like the otyugh, gibbering mouther, and gray ooze. On exposure to such vile food, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature's skin begins to turn a dull blue color. The creature's intestines turn a deep cerulean color, which the disease is named for. Any food the creature ingests while afflicted with this disease is immediately vommitted up as soon as it reaches the stomach, including magical food such as Goodberry. The creature begins starving. After a number of days equal to 3 + their constitution modifier, they take on a level of exhaustion. Each day after that they go without food, they automatically take on another level of exhaustion. Deathsong One of the worst diseases known, this terrible plauge has laid waste to entire communities in less than a week. Contracted by even the barest physical contact between a healthy creature and a current victim of the disease or their remains. Victims of deathsong can do nothing but shriek and howl as their bodies wither and blacken. Once the incubation period expires, the progress of the disease is so fast that a victim can hear his skin crackle and his bones grow brittle and break. The victim makes a DC 20 Constitution saving throw. On a failed save, the disease begins taking hold 1 day after. The victims bones begin to crack and break under the weight of his own body. The victim has disadvantage on Attack Rolls, Ability Checks, and saving throws using Strength, Dexterity, or Constitution. Their movement speed is also reduced by half. The day after the infection takes hold, the creature makes another DC 20 Constitution saving throw. On a failed save, the creature's movement speed is reduced to 0, and it is considered incapacitated. 1 day after the creature becomes incapacitated by this effect, they must make another DC 20 Constitution saving throw. On a failed save, the creature dies and their bones crumble to dust. Over the course of a day, their entire body crumbles and turns into a fine powder. Anyone who inhales the dust is at risk of succumbing to the disease. Faceless Hate A creature exposed to this disease makes a DC 16 Constitution saving throw. On a failed save, the creature is considered to be infected. Until the creature dies, it has no no noticeable symptoms. Should the creature die while infected, it immediately returns to life as if a Raise Dead spell was cast upon it, returning as a monster with no face. The creature loses its ability to see and smell, and gains blindsight for 60 feet. It loses the ability to speak, but can cast spells with verbal components as if they could. The victim becomes intent on killing all those who were dear to him. After they are killed, it turns its ire to all living creatures. This change is permanent, short of a Wish spell or the divine intervention of a diety. After the creature loses its face, effects that cure disease no longer function can cure the creature. If the creature is killed, spells such as Raise Dead raise the creature in it's still faceless form with its rage towards the living still intact. A Reincarnate or Resurrection spell cast upon the corpse of the creature returns the creature to life with it's face restored and it's original personality. Festering Anger Brought on by long-term anger, intense fury, and hatred, the incubation period varies, in most cases about 1 year. During a particurlarly stressful encounter with the source of its anger, the creature makes a DC 15 Wisdom saving throw. On a failed save, the creature is immediately infected with Festering Anger and gains +2 Strength and -2 Constitution, which drops its hit points accordingly. The creature immediately attempts violence upon the nearest source of his anger. Perhaps if he was a farmer angry at a local ruler, he would attack a guard or deface a statue of the ruler if he was not in the immediate vicinity. Each day, the creature must make a DC 20 Wisdom save or gain another +2 Strength and -2 Constitution. On a failed save, the creature also acts out against any source of his anger in the near vicinity.

Fire Taint After being exposed to 30 points of fire damage under the same conditions of evil exposure as Acid Fever, the creature must make a DC 12 Constitution saving throw. On a failed save, the creature contracts Fire Taint, the symptoms of which develop after 1d4 days. The creature's skin reddens, and a feeling of dull burning spreads through the creature's entire body. The creature is vulnerable to fire damage while infected. The creature has disadvantage on Strength checks and attack rolls. 1d4 days after symptoms appear, the creature's insides begin to feel as if they are literally afire. The creature is incapacitated while infected, and is considered to have the poisoned condition as well. Iron Corruption A common affliction of slaves working in iron mines. Working in extreme toil and misery while being exposed to large amounts of iron dust puts one at risk of contracting Iron Corruption. The creature makes a DC 12 Constition saving throw. On a failed save, symptoms develop 1d6 days after infection. The creatures skin takes on a dull-blueish gray hue, and the creature begins to feel as if his bones and skin are slowly turning to metal. The creature's movement speed drops by 10 feet, and it has disadvantage on Dexterity checks. A week after infection, and on each subsequent week on a successful save, the creature must make a DC 15 Consitution saving throw. On a failed save, the creature's skin becomes an iron prison from which they have no escape. The creature is considered petrified. A Lesser Restoration spell has no effect on this condition. Life Blindness Perhaps the most horrific of afflictions placed on those who tread too far into an area tainted by the Far Realm. Upon exposure, the creature makes a DC 14 Constitution saving throw. On a failed save, the creature loses all ability to perceive living creatures, even plants. All such beings are treated as invisible, silent, and odorless. The loneliness and alienation eventually drive the victim to be completely social. Lightning Curse When a creature takes 30 lightning damage while exposed to evil under the same conditions as Acid Fever and Fire Taint, they risk being exposed to Lightning Curse. 1d4 days after exposure, the creature makes a DC 12 Constitution saving throw. On a failed save, the coursing electric energy moves through their entire body. As their blood vessel's burst, the victim is covered in blue and black bruises. Their muscles ache and they cannot think straight. The creature has disadvantage on Intelligence checks. Should they roll under 5 on any Intelligence check, incorrect information comes to mind that the creature believes wholeheartedly. 1d4 days after the symptoms develop, the creature develops even worse mental trauma. The creature makes a DC 15 Constitution saving throw. On a failed save, the creature gains an indefinite madness trait. Even if the disease is cured, this madness persists. Melting Fury Caught by creature's who handle undead flesh, the borders between the living and the dead are eroded. The creature makes a DC 17 Constitution saving throw. On a failed save, symptoms begin to manifest after 1d10 days. The skin of the creature begins to slough off, exposing muscle and bones. Each time the creature takes damage, it must make a DC 10 constitution saving throw or be stunned until the end of their next turn as their insides are exposed to direct pain. Each day after their symptoms develop, the creature must make another DC 17 constitution saving throw. On a failed save, they get -2 to their Constitution score and lose hit points accordingly as more and more of their skin sloughs off. When their Constitution score reaches zero, the creature dies as all of its skin melts off its body. Misery's Passage Brought on by intense feelings of sadness and despair, this disease manifests as dark boils. The incubation period varies just as for Festering Anger. On the onset of the disease, the creature must make a DC 14 Consitution saving throw. The boils erupt soon after, and the creature is paralyzed with depression. Every day, the creature must make another DC 14 Consitution saving throw, or be stunned for the rest of the day as even moving takes too great an effort. Possession Infection This malady occurs only after an evil spirit, outsider, or other dominating force (including the effect of a Dominate Person cast by an evil caster). 1 day after the possessing effect, the creature makes a DC 14 Constitution saving throw. The victim slowly becomes despondent and lethargic, apparently metally affected by the alien presence that was within its soul. The creature has disadvantage on Charisma checks and saving throws. The creature's sense of self is eradicated as the gaping hole left in their psyche continues to grow and grow. 1 week after the infection, the creature must make another DC 14 Consitution saving throw. On a failed save, the creature succumbs to the desire for something to fill the gap in their soul, and seeks out carnal or base desires such as alcohol, drugs, or sex. This dramatic shift in the behavior supersedes all other desires.

Sound Sickness When a creature takes 30 or more thunder damage while exposed to evil under the same conditions as Acid Fever. The creature makes a DC 12 Consitution saving throw, on a failed save becoming infected. 1d4 days after exposure the symptoms of the disease manifest. Given to fits of shouting, the victims of this disease shows no visible illness, but he staggers about, barely able to keep his feet. It has disadvantage on Stealth checks as he is incapable of judging the amount of sound he is created. 1d4 days after symptoms develop, the creature must make an additional DC 12 Constitution saving throw or be permanently deafened. A lesser restoration spell does not cure this effect, even when the disease is cured. Vile Rigidity This infection at first seems to grant a boon. Upon exposure the creature makes a DC 13 Constitution saving throw or watch as his skin begins to change. The victim's skin hardens, granting a +1 bonus to AC after 24 hours. On the second day, this becomes a +2 bonus. Each day after, the rigidity of the creatures skin increases, becoming a +3 bonus to AC, but a -2 penalty to Dexterity. This lasts until the victim's Dexterity reaches 0, indicating that this ever-thickening flesh entraps it. At this point, the creature dies of suffocation. Warp Touch The effects of planar entities and the mere existence of the Outer Planes themselves have been known to dramatically change and warp the flesh of the living. One of the worst effects of raw chaos and dissolution, the malady known as warp touch has a random set of effects that manifest immediately. Upon exposure, the creature must make a DC 15 Constitution saving throw or be warped.Once it takes hold, no more saving throws are needed: The malady gets neither better nor worse. A remove disease accomplishes nothing. When a character falls victim to this disease, roll on the Warp Touch Effects Table

Warp Touch Effects d% Effect 01-10 Body turns to formless jelly; creature dies 11-15 One arm becomes useless and withered. Cannnot use it for any meaninful labor or attacks 16-20 One leg becomes useless and withered. Movement speed drops by half, disadvantage on Stealth checks 21-23 Eyes fall out; permanent blindness 24-28 Huge lump grows on head; Disadvantage on Intelligence and Wisdom checks 29-32 Fingers twist into tangles; Disadvantage on Sleight of Hand Checks 33-36 Mouth seals forever; cannot speak 37-38 Legs become snake tails; Movement speed drops by half 39-40 Skin turns random color 41-42 Eyes turn random color 43-44 Hair turns random color 45-46 Tongue grows very long 47-48 Lose all hair 49-50 Skin forms blotches of different colors 51-52 Body covered with tufts of hair 53-54 Grow vestigial wings 55-56 Grow extra, useless arms 57-58 Grow vestigial tail 59-60 Skin withers 61-62 Back curves, grows humps; Disadvantage on Persuasion checks 63-64 Arms become tentacles; Character cannot hold objects; Advantage on grapple checks 65-66 Grow extra eye; Advantage on Perception Checks 67-68 Legs grow more muscular; Movement speed increases by +10 ffet 69-70 Head swells; Advantage on Intelligence checks 71-72 Grows claws that serve as natural weapons that deal 1d6 slashing damage 75-76 Grows snakelike arm; attacks of its own accord as a medium Constrictor Snake 77-78 Grow horns that serve as natural weapons that deal 2d4 piercing damage 79-80 Grow thick skin; +2 to base AC 81-82 Grow longer legs; +2 to Acrobatics checks 83-84 Arms grow freskishly muscular; Advantage on Strength checks 85-86 Become freskishly stout; +1 hit points per hit die 87-88 Grow functional winds; permanent 30 ft. fly speed 89-90 Gain petrifying eyes; gain Gaze attack as Medusa 91 Fingers grow webbing; permanent 30 ft. swim speed 92 Form steaming pustules; gain Fetid Cloud action as Dretch 93 Fingernails elongate into small claws. Permanent 30 ft. climb speed 94 Grow a very wide mouth that serves as a natural weapon that deals 1d6 piercing damage. 95-100 Roll twice