What does a healing spell do? It closes wounds. It makes flesh grow.
Anyone can now cast cure (light) wounds, but if you don't "know" the spell the normal way, it heals 1d6 that now explodes.
If you heal more HP than the target has lost, the flesh grows more than you intended. This doesn't actually push their HP any higher than the maximum, but may cause issues with squeezing, wearing armour, or certain movements, and may lower movement speed.
If it's at least 4 over their maximum HP, it becomes a fused-in living entity, with HP equal to the difference. Its stats are 4d6 drop the highest, or 3d6 if its HP is scarily high. Whether it has any attacks (and what those are) depends on how you describe it. Its damage is proportional to a monster with its HP.
Removing it requires/deals damage equal to the original surplus that created it. If it breaks itself off with an attack, it "steals" the excess damage as HP.
Keep in mind that it's possible to live amicably with these, whether they're intelligent or not. In any setting where this happens often, people will learn to compromise with it, and form neutral or even positive relationships with it. It need not just be horror. The more interesting stories might even be the ones where it isn't.
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