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.
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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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