Page 105 - Dungeon Master's Guide
P. 105

In subterranean settlements, even races that have   When a creature moves to within 5 feet of the mold
          darkvision use fire for warmth, cooking, and defense.   for the first time on a turn or starts its turn there, it
          But many creatures have no need of warmth or light.   must make a DC 12 Constitution saving throw, taking
          Adventurers must bring their own sources of light into   22 (4d10) cold damage on a failed save, or half as much
           usty tombs where only undead stand guard, abandoned   damage on a successful one.
          ;uins teeming with predatory monsters and oozes, and   Brown mold is immune to fire, and any source of fire
          natural caverns where sightless creatures hunt.   brought within 5 feet of a patch causes it to instantly
            The light of a torch or lantern helps a character   expand outward in the direction of the fire, covering a
          :  e over a short distance, but other creatures can   10-foot-square area (with the source of the fire at the
          :  e that light source from far away. Bright light in an   center of that area). A patch of brown mold exposed to
          environment of total darkness can be visible for miles,   an effect that deals cold damage is instantly destroyed.
           j]ough a clear line of sight over such a distance is rare
          underground. Even so, adventurers using light sources   GREEN SLIME
          JJ a dungeon often attract monsters, just as dungeon   This acidic slime devours flesh, organic material, and
          •eatures that shed light (from phosphorescent fungi   metal on contact. Bright green, wet, and sticky, it clings
          -o the glow of magical portals) can draw adventurers'   to walls, floors, and ceilings in patches.
          anention.                                           A patch of green slime covers a 5-foot square, has
                                                            blindsight out to a range of 30 feet, and drops from
          _UR QUALITY                                       walls and ceilings when it detects movement below it.
            ubterranean tunnels and aboveground ruins are often   Beyond that, it has no ability to move. A creature aware
          enclosed spaces with little airflow. Though it's rare for   of the slime's presence can avoid being struck by it with
          a dungeon to be sealed so tightly that adventurers have   a successful DC 10 Dexterity saving throw. Otherwise,
            ouble breathing, the atmosphere is often stifling and   the slime can't be avoided as it drops.
          oppressive. What's more, odors linger in a dungeon and   A creature that comes into contact with green slime
          can be magnified by the stillness of the atmosphere.   takes 5 (1d10) acid damage. The creature takes the
                                                            damage again at the start of each of its turns until the
            OUNDS                                           slime is scraped off or destroyed. Against wood or
          A dungeon's enclosed geography helps channel sound.   metal, green slime deals 11 (2d10) acid damage each
          The groaning creak of an opening door can echo down   round, and any nonmagical wood or metal weapon or
          hundreds of feet of passageway. Louder·noises such   tool used to scrape off the slime is effectively destroyed.
          a  the clanging hammers of a forge or the din of battle   Sunlight, any effect that cures disease, and any effect
          can reverberate through an entire dungeon. Many   that deals cold, fire, or radiant damage destroys a patch
          creatures that live underground use such sounds as a   of green slime.
          "';'\ay of locating prey, or go on alert at any sound of an
          adventuring party's intrusion.                    WEBS
                                                            Giant spiders weave thick, sticky webs across passages
          DUNGEON  HAZARDS                                  and at the bottom of pits to snare prey. These web-filled
                                                            areas are difficult terrain. Moreover, a creature entering
          The hazards described here are but a few examples of
                                                            a webbed area for the first time on a turn or starting its
          the environmental dangers found underground and in
          other dark places. Dungeon hazards are functionally   turn there must succeed on a DC 12 Dexterity saving
           imilar to traps, which are described at the end of   throw or become restrained by the webs. A restrained
          this chapter.                                     creature can use its action to try to escape, doing
            Detecting a Hazard. No ability check is required   so with a successful DC 12 Strength (Athletics) or
          to spot a hazard unless it is hidden. A hazard that   Dexterity (Acrobatics) check.
          resembles something benign, such as a patch of slime   Each 10-foot cube of giant webs has AC  10, 15
          or mold, can be correctly identified with a successful   hit points, vulnerability to fire, and immunity to
          Intelligence (Nature) check. Use the guidelines in   bludgeoning, piercing, and psychic damage.
          chapter 8 to set an appropriate DC for any check made
                                                            YELLOW MOLD
          to spot or recognize a hazard.
                                                            Yellow mold grows in dark places, and one patch covers
            Hazard Severity. To determine a hazard's deadliness
                                                            a 5-foot square. If touched, the mold ejects a cloud of
          relative to the characters, think of the hazard as a trap
                                                            spores that fills a 10-foot cube originating from the
          and compare the damage it deals with the party's level
                                                            mold. Any creature in the area must succeed on a DC
          using the Damage Severity by Level table later in the
                                                            15 Constitution saving throw or take 11 (2d10) poison
          chapter (the table also appears in chapter 8).
                                                            damage and become poisoned for 1 minute. While
                                                            poisoned in this way, the creature takes 5 (1d10) poison
          BROWN MOLD
                                                            damage at the start of each of its turns. The creature
          Brown mold feeds on warmth, drawing heat from
                                                            can repeat the saving throw at the end of each of its
          anything around it. A patch of brown mold typically
                                                            turns, ending the effect on itself on a successful save.
          covers a 10-foot square, and the temperature within 30
          feet of it is always frigid.                        Sunlight or any amount of fire damage instantly
                                                            destroys one patch of yellow mold.
                                                                         CHAPTER  5  I ADVENTURE  ENVIRONMENTS
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