Well, we can always look at in-game examples: a red slaad can inject a slaad egg in a victim, which eventually grows into a proper chestburster (sorry, slaad tadpool). It is also classed as a disease and can be cured as a disease. I don't have volo's guide, but as far as I know rot grubs are also killed by cure disease effects.
Well, we can always look at in-game examples: a red slaad can inject a slaad egg in a victim, which eventually grows into a proper chestburster (sorry, slaad tadpool). It is also classed as a disease and can be cured as a disease. I don't have volo's guide, but as far as I know rot grubs are also killed by cure disease effects.
Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease—a minuscule slaad egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.
Thanks for tagging that. If they didn't include the verbage about the condition, the effects, and the classification, there would be a ton of gray area to interpret this. The writers anticipated that, and provided direct clarity (no need to consult Sage or Forums).
The important message to the OP's DM (or any DM) is that it's relevant and necessary to be clear about what the ailments are and what the cure is, just like this example.
If the OP has encountered the condition "Parasites" in his game, and if it can't be handled by in-game cures, it might be worth recommending to his DM to consider adding a homebrew ritual version of a Restoration spell called "Remove Parasite or Something" with some exotic components that get consumed to remove the condition. He gets to have fun with his conditions and/or his nerfed Restoration spells... the party consults an NPC who heard rumors of the ritual that was found in a spellbook of an Arcane Doctor? The party goes to recover that spellbook and maybe other treasure, blah blah.
The OP didn't provide much context beyond the original question or how it was resolved, but I truly hope the condition is no longer an issue or huge question mark. I definitely appreciate the experience you guys have shared on this topic.
The only time I created a parasitic monster (the lovely gibbering mouth) I made the assumption that it counted as a disease, though I gave it a save to resist.
If making an affliction a standard part of a monster, if it includes a difficult or even insurmountable disease/parasite/curse/catchy song you can't stop thinking about, that dramatically increases the effective difficulty of the creature. It can go the point that just the affliction itself ought to have a challenge rating and the carrier otherwise is harmless. Compare its damage or effects to existing creatures and encounters to determine CR and reward appropriately.
If it's part of a quest, don't just spring it on players without warning... Especially at a time like this, when dealing with a real epidemic. People probably don't want to play a game focused on disease.
Players, let your GM know when something isn't fun, with tact.
Point, though, was that wish would be ineffective- only Miracle could save them. So if a 5e character were subjected to this, where there is no Miracle (a decision I agree with), there is no cure whatsoever, and an infected PC will die- and if not killed in such a way that the parasite is killed, the PC dies permanently, short of godly influence. This being a generic example, a story-specific one, as mentioned earlier, can preclude simple single-spell solutions entirely.
You kind of walked into agreeing that some things can't be done by player's in-game powers.
A wish couldbe effective, if the DM decided it was effective per the paragraph stating "You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance..." And since Miracle isn't a spell anymore, a GM may do so. Or may not. Wish is already rare, so I would personally allow it. But Volo's which does mention ceremorphosis specifically, and specifically doesn't call out a cure for it, including wish. Leaves only True Resurrection as a solve (by restoring the missing brain after death), which seems a round about way of doing it. Maybe. Ceremorphosis is scary.
But on point; diseases are very legacy DnD (there used to be a list of them in prior editions, now not so much). There are specific example of it for Lycanthropy, Mummy Rot, and Rot Grub Swarms, or encounters of it in Forge of Fury and as pointed out, some of them have changed over time on how to handle them But they are not as common as poisons or traps by comparison. Not having solutions to problems is frustrating; complex solutions for something 'simple' isn't fun. But sometimes a story NEEDS a complex solve; otherwise any low level priest could solve the night hag's parasitic infliction on the king's daughter. Might need something stronger than Lesser Restoration
Well, we can always look at in-game examples: a red slaad can inject a slaad egg in a victim, which eventually grows into a proper chestburster (sorry, slaad tadpool). It is also classed as a disease and can be cured as a disease. I don't have volo's guide, but as far as I know rot grubs are also killed by cure disease effects.
Thanks for tagging that. If they didn't include the verbage about the condition, the effects, and the classification, there would be a ton of gray area to interpret this. The writers anticipated that, and provided direct clarity (no need to consult Sage or Forums).
The important message to the OP's DM (or any DM) is that it's relevant and necessary to be clear about what the ailments are and what the cure is, just like this example.
If the OP has encountered the condition "Parasites" in his game, and if it can't be handled by in-game cures, it might be worth recommending to his DM to consider adding a homebrew ritual version of a Restoration spell called "Remove Parasite or Something" with some exotic components that get consumed to remove the condition. He gets to have fun with his conditions and/or his nerfed Restoration spells... the party consults an NPC who heard rumors of the ritual that was found in a spellbook of an Arcane Doctor? The party goes to recover that spellbook and maybe other treasure, blah blah.
The OP didn't provide much context beyond the original question or how it was resolved, but I truly hope the condition is no longer an issue or huge question mark. I definitely appreciate the experience you guys have shared on this topic.
The only time I created a parasitic monster (the lovely gibbering mouth) I made the assumption that it counted as a disease, though I gave it a save to resist.
If making an affliction a standard part of a monster, if it includes a difficult or even insurmountable disease/parasite/curse/catchy song you can't stop thinking about, that dramatically increases the effective difficulty of the creature. It can go the point that just the affliction itself ought to have a challenge rating and the carrier otherwise is harmless. Compare its damage or effects to existing creatures and encounters to determine CR and reward appropriately.
If it's part of a quest, don't just spring it on players without warning... Especially at a time like this, when dealing with a real epidemic. People probably don't want to play a game focused on disease.
Players, let your GM know when something isn't fun, with tact.
A wish could be effective, if the DM decided it was effective per the paragraph stating "You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance..." And since Miracle isn't a spell anymore, a GM may do so. Or may not. Wish is already rare, so I would personally allow it. But Volo's which does mention ceremorphosis specifically, and specifically doesn't call out a cure for it, including wish. Leaves only True Resurrection as a solve (by restoring the missing brain after death), which seems a round about way of doing it. Maybe. Ceremorphosis is scary.
But on point; diseases are very legacy DnD (there used to be a list of them in prior editions, now not so much). There are specific example of it for Lycanthropy, Mummy Rot, and Rot Grub Swarms, or encounters of it in Forge of Fury and as pointed out, some of them have changed over time on how to handle them But they are not as common as poisons or traps by comparison. Not having solutions to problems is frustrating; complex solutions for something 'simple' isn't fun. But sometimes a story NEEDS a complex solve; otherwise any low level priest could solve the night hag's parasitic infliction on the king's daughter. Might need something stronger than Lesser Restoration
But it all is the DM's call.