Frigid Woe

Frigid Woe is a laboratory disease, transmitted by air through blue spores. The spores were developed by the Aeorian mages during the Age of Arcanum to slow down the armies of the gods and get around the healing power of their clerics and angels.

Description
The source of the disease is blue spores that grow within Aeorian ruins. When a creature breathes the air in their close vicinity, it must succeed on a DC 11 Constitution saving throw or become infected with frigid woe. It takes 1d4 days for the symptoms to manifest in an infected creature.

Ice mephits are attracted to the frigid woe and to the creatures infected by the disease.

Symptoms
The symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body freeze solid into a statue made of ice.

The cure
The disease cannot be cured by conventional treatment or magic, and the only method of recovery is finding and using an action to drink the manufactured antidote, a milky liquid stored in gold vials found in Eiselcross's ruins, ending all symptoms and effects of the disease instantly.

History
An adventure (Frozen Sick) and two adventure hooks (Wild Child, Weapons of War), featured in the Explorer's Guide to Wildemount, heavily involve the frigid woe in their story.