Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
301 views3 pages

Simple Hazards

1) Mundane hazards like avalanches, earthquakes, lava geysers, and lightning storms can occur naturally in certain environments and threaten creatures with falling or elemental damage. 2) Supernatural hazards include acid waves from magically enhanced pools, force shockwaves from ancient rituals, and mage trees that can cast cantrips to attack creatures disturbing them. 3) Ghostly grounds and petrifying swamps represent cursed locations that activate supernatural effects like spirit attacks or petrification when disturbed by combat.

Uploaded by

Gabriel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
301 views3 pages

Simple Hazards

1) Mundane hazards like avalanches, earthquakes, lava geysers, and lightning storms can occur naturally in certain environments and threaten creatures with falling or elemental damage. 2) Supernatural hazards include acid waves from magically enhanced pools, force shockwaves from ancient rituals, and mage trees that can cast cantrips to attack creatures disturbing them. 3) Ghostly grounds and petrifying swamps represent cursed locations that activate supernatural effects like spirit attacks or petrification when disturbed by combat.

Uploaded by

Gabriel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

James Introcaso

worldbuilderblog.me

DC 12 Strength saving throw.

Simple Hazards Earthquakes


Earthquakes could shake the ground beneath the feet of any
Mundane target. If combat occurs in an area of frequent earthquakes,
at the end of each round, roll a d10. On a roll of 1-3 an
Mundane hazards are caused by nature or creatures without earthquake occurs. Every creature standing on the ground
the aid of any supernatural forces like magic. Many of these must succeed on a DC 15 Strength saving throw or be
hazards exist in our real world. knocked prone.

Avalanches Lava Geysers


Avalanches can occur in areas where snow piles up on a Lava geysers sit on the floor of volcanic
slope, such as a mountain. When battle in an area with tunnels occasionally spewing lava into the air. At the end of
avalanche potential occurs roll a d4 at the end of each round each round of combat roll a d20. On a roll of 11 or higher a
of combat. On the roll of a 1 the avalanche covers a 30-foot- random lava vent of your choice erupts spewing a line of lava
square area. Creatures in the area must make a DC 15 5 feet wide and 15 feet long into the air. Creatures in the line
Dexterity saving throw. Creatures who fail take 14 (4d6) cold must make a DC 15 Dexterity saving throw. A target who
damage and 14 (4d6) bludgeoning damage and are knocked fails takes 14 (4d6) fire damage, a target who saves takes half
prone and restrained. A prone creature cannot stand until it damage.
ends the restrained condition by using its action to make a DC
15 Strength saving throw or another unrestrained creature Lightning Storms
uses its action to dig out the restrained creature ending the Lighting storms can occur with a downpour, but also in the
restrained condition. Creatures who succeed take only half heat of Summer months without any rain. At the end of each
damage and are knocked prone, but not restrained. The area round of combat roll a d10. On a roll of 1-3 lightning targets a
where the avalanche occurred is considered dif ficult terrain random 5-foot square of ground, making it dif ficult terrain.
On a roll of 4-7 lightning targets a random creature wearing
and you stop rolling to see if an avalanche occurs at the end of metal armor. On a roll of 8-10 lighting targets any random
each round. creature. A target creature must make a DC 15 Dexterity
saving throw. A target who fails takes 28 (8d6) lightning
damage, a target who saves takes half damage.
Bone Piles
Deep in the lairs of monstrous creatures, adventurers might
come across enormous piles of bones picked clean, Sewage Spewers
the remnants of past meals. Bone piles count as dif ficult In sewers covered pipes will sometimes open up and release
pressurized bursts of sewage. At the end of each round of
terrain. If combat occurs on a bone pile creatures have the combat in the sewers pick a random pipe to open and release
potential to sink into the bones. When a creature ends its turn sewage. Creatures within 10 feet of the pipe must succeed on a
on a bone pile without moving from the spot where it started DC 12 Strength saving throw or be knocked prone.
its turn, that creature takes 3 (1d6) piercing damage and is
restrained. As an action a restrained creature can attempt to Sinkholes
free itself and end the restrained condition with a DC 12 Sinkholes can appear randomly and without warning on many
Strength saving throw. different types of terrain. When combat occurs in an area that
has sinkhole potential, roll a d10 at the end of each creature's
turn. On a roll of 1 a 20-foot deep sinkhole with a 5-foot
Broken Ground radius appears centered on the creature. Creatures in the area
Broken ground is any uneven floor such as the craggy, of the sinkhole must succeed a DC 15 Dexterity saving throw
cracked floor of an earthquake ruined temple or a forest floor or fall into the sinkhole, taking 7 (2d6) bludgeoning damage
and landing prone. Creatures who succeed on the save end in
eroded by the roots of trees. Creatures moving across broken an area of their choosing adjacent to the sinkhole.
ground can move at half speed without any problem. If a
creatures moves across broken ground using a speed greater
than half, that creature must succeed on a DC 12 Dexterity Supernatural
(Acrobatics) check or fall prone. Spellcasting trees, mind-altering rain, and grass with a mind
of its own are all examples of supernatural hazards. They are
the kind of thing you only see in fiction.
Deep Mud
This deep mud could occur underground, in swamps, or in
plains or forests after a rain storm. Deep mud counts as Acid Waves
dif ficult terrain. When a creature ends its turn in deep mud Some pools of acid have been magically enhanced by
without moving from the spot where it started its turn, that mages to be even more harmful than they seem. When
creature is restrained. As an action a restrained creature can battle occurs near a container of acid that has been
attempt to free itself and end the restrained condition with a enchanted with such magic, roll a d4 at the end of each
James Introcaso
worldbuilderblog.me

round. On a roll of 1, a waves of acid spew from the Love Rain


pool, attacking all creatures in a 20-foot-radius. It is said this rose-hued rain falls from the sky when an
Creatures in the area must make a DC 15 Dexterity archfey takes a new lover. Each creature in the
saving throw. Creatures who fail take 35 (10d6) acid rain must succeed on a DC 10 Wisdom saving throw at
damage. Creatures who succeed take half damage. the end of its turn or become charmed by the closest
Once the waves spew forth from an acid pool, you stop creature for 1 minute. A charmed creature can repeat
rolling to see if acid occurs at the end of each round for this saving throw at the end of its turn, ending the
that pool. charmed condition on a success.

Force Shockwaves Mage Trees


Ancient rituals of mighty power often cause the caster It is said these trees were planted long ago by a secret
to give off shockwaves of residual magic energy. These society of wizards who worshipped a vengeful spirit of
rituals are the stuff of legend, beyond normal spells. At nature. This spirit believed the spread of civilizations
the end of the round while performing a powerful ritual, and development of land to be a blight. These mage
each creature within 30 feet of the caster must make a trees were planted to destroy those who pillage the land.
DC 15 Strength saving throw. Creatures who fail take The spirit and the wizards have since faded into history,
10 (3d6) force damage, are pushed back 10 feet and are but the trees remain. Awakened by the sound of
knocked prone. Creatures who succeed take only half clashing steel, a mage tree acts at the end of each round.
damage and are not pushed or knocked prone. These The tree casts a random cantrip from the table below
shockwaves stop once the ritual is complete or the against a random non-plant creature.
caster is no longer able to perform the ritual.
Mage Tree Spells
Ghostly Ground d4 Spell
Sometimes burial grounds are long forgotten. The 1 Acid splash
headstones and mounds wear down without ever
2 Chill touch
leaving evidence that any bodies are decaying in the
ground. The restless spirits of these dead sometimes 3 Fire bolt
manifest just for an instant to cause havoc before 4 Ray of frost
disappearing. When loud noise (such as battle) occurs
on ghostly ground the spirits are awakened. At the end Petrifying Swamp
of each round, a spirit appears adjacent to a random Certain swamps are said to have areas cursed long ago
creature on the ghostly ground and makes a melee by covenants of hags. The areas are usually marked by
attack against that creature with a +6 bonus to the roll. statues of various creatures sinking into the swamp. The
If the spirit hits, the attack deals 5 (1d4 + 3) necrotic magic of the terrain is activated when a creature
damage and the target must succeed a DC 15 engages in a hostile action, such as drawing a weapon
Constitution saving throw or become paralyzed for 1 or casting an offensive spell. Once the terrain is
minute. A paralyzed creature can repeat this saving activated, each creature in the petrifying swamp must
throw at the end of its turn, ending the stunned succeed on a DC 10 Constitution saving throw at the
condition on a success. end of its turn or become stunned for 1 minute. A
stunned creature still in the petrifying swamp must
Grasping Grass repeat this saving throw on the end of its turn. If it
Some wander the world alone. For many this is a succeeds, the stunned condition effecting it ends. If it
choice. Yet others wander because society has branded fails the creature is petrified. A creature is no longer
them a pariah. When these individuals die in petrified if it is removed from the swamp, cleaned, and
loneliness craving friendship, their bodies and sorrow untouched by the swamp for 1 hour.
are absorbed into the ground. Grasping grass grows
forth from the ground, holding onto the feet of any who Switching Mirror
pass by because the soul within hungers for These huge magic mirrors are often used to line
company. When a creature ends its turn in grasping the ceilings, floors, or walls of lavish palaces expecting
grass without moving from the spot where it started its invaders. The mirrors are also popular in the temple of
turn, that creature is restrained. As an action a trickster gods. During combat at the end of the round
restrained creature can attempt to free itself and end the each creature who can see the mirrors must roll a d20.
restrained condition with a DC 15 Strength saving Creatures who roll the same number immediately
throw. switch places in a clockwise order.
James Introcaso
worldbuilderblog.me

War Ground
The blood which soaked into this ground from wars
long ago has left a distinct red stain on the land.
Creatures who stand on the ground deal maximum
damage whenever they hit with a melee attack.

You might also like