Page 110 - Dungeon Master's Guide
P. 110

EXTREME  COLD                                     The other hazards presented here can be identified
                Whenever the temperature is at or below 0 degrees   with a successful Intelligence (Nature) check. Use the
                Fahrenheit, a creature exposed to the cold must succeed   guidelines in chapter 8 to set an appropriate DC for any
                on a DC 10 Constitution saving throw at the end of each   check made to spot or recognize a hazard.
                hour or gain one level of exhaustion. Creatures with
                                                                  DESECRATED  GROUND
                resistance or immunity to cold damage automatically
                succeed on the saving throw, as do creatures wearing   Some cemeteries and catacombs are imbued with the
                cold weather gear (thick coats, gloves, and the like) and   unseen traces of ancient evil. An area of desecrated
                                                                  ground can be any size, and a detect evil and good spell
                creatures naturally adapted to cold climates.
                                                                  cast within range reveals its presence.
                EXTREME HEAT                                       Undead standing on desecrated ground have
                When the temperature is at or above 100 degrees   advantage on all saving throws.
                Fahrenheit, a creature exposed to the heat and     A vial of holy water purifies a 10-foot-square area of
                without access to drinkable water must succeed on   desecrated ground when sprinkled on it, and a hallow
                a Constitution saving throw at the end of each hour   spell purifies desecrated ground within its area.
                or gain one level of exhaustion. The DC is 5 for the
                                                                  FRIGID WATER
                first hour and increases by 1 for each additional hour.
                Creatures wearing medium or heavy armor, or who are   A creature can be immersed in frigid water for a
                clad in heavy clothing, have disadvantage on the saving   number of minutes equal to its Constitution score before
                throw. Creatures with resistance or immunity to fire   suffering any ill effects. Each additional minute spent
                                                                  in frigid water requires the creature to succeed on a
                damage automatically succeed on the saving throw, as
                                                                  DC 10 Constitution saving throw or gain one level of
                do creatures naturally adapted to hot climates.
                                                                  exhaustion. Creatures with resistance or immunity to
                STRONG WIND                                       cold damage automatically succeed on the saving throw.
                A strong wind imposes disadvantage on ranged weapon   as do creatures that are naturally adapted to living in
                attack rolls and Wisdom (Perception) checks that rely on   ice-cold water.
                hearing. A strong wind also extinguishes open flames,
                                                                  QUICKSAND
                disperses fog,  and makes flying by nonmagical means
                                                                  A quicksand pit covers the ground in roughly a 10-foot-
                nearly impossible. A flying creature in a strong wind
                                                                  square area and is usually 10 feet deep. When a creature
                must land at the end of its turn or fall.
                                                                  enters the area, it sinks ld4 + 1 feet into the quicksand
                 A strong wind in a desert can create a sandstorm that
                                                                  and becomes restrained. At the start of each of the
                imposes disadvantage on Wisdom (Perception) checks
                                                                  creature's turns, it sinks another 1d4 feet. As long as
                that rely on sight.
                                                                  the creature isn't completely submerged in quicksand,
                HEAVY PRECIPITATION                               it can escape by using its action and succeeding on a
                Everything within an area of heavy rain or heavy   Strength check. The DC is 10 plus the number of feet
                snowfall is lightly obscured, and creatures in the area   the creature has sunk into the quicksand. A creature
                have disadvantage on Wisdom (Perception) checks that   that is completely submerged in quicksand can't breathe
                rely on sight. Heavy rain also extinguishes open flames   (see the suffocation rules in the Player's Handbook).
                and imposes disadvantage on Wisdom (Perception)    A creature can pull another creature within its reach
                checks that rely on hearing.                      out of a quicksand pit by using its action and succeeding
                                                                  on a Strength check. The DC is 5 plus the number of
                HIGH ALTITUDE                                     feet the target creature has sunk into the quicksand.
                --------------~------------------
                Traveling at altitudes of 10,000 feet or higher above
                                                                  RAZORVINE
                sea level is taxing for a creature that needs to breathe,
                                                                  Razorvine is a plant that grows in wild tangles and
                because of the reduced amount of oxygen in the
                                                                  hedges. It also clings to the sides of buildings and
                air. Each hour such a creature spends traveling at   other surfaces as ivy does. A 10-foot-high, 10-foot-wide,
                high altitude counts as 2 hours for the purpose of   5-foot-thick wall or hedge of razorvine has AC  11, 25
                determining how long that creature can travel.    hit points, and immunity to bludgeoning, piercing, and
                 Breathing creatures can become acclimated to a high   psychic damage.
                altitude by spending 30 days or more at this elevation.   When a creature comes into direct contact with
                Breathing creatures can't become acclimated to
                                                                  razorvine for the first time on a turn, the creature
                elevations above 20,000 feet unless they are native to
                                                                  must succeed on a DC 10 Dexterity saving throw or
                such environments.
                                                                  take 5 (1d10) slashing damage from the razorvine's
                                                                  bladelike thorns.
                WILDERNESS HAZARDS
                This section describes a few examples of hazards that   SLIPPERY IcE
                adventurers might encounter in the wilderness.    Slippery ice is difficult terrain. When a creature moves
                 Some hazards, such as slippery ice and razorvine,   onto slippery ice for the first time on a turn, it must
                require no ability check to spot. Others, such as   succeed on a DC 10 Dexterity (Acrobatics) check or
                defiled ground, are undetectable by normal senses.   fall prone.



                CHAPTER 5  I ADVENTURE  ENVJRONMENTS
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