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Hazards

Hazards are typically non-sentient, passive challenges characters occasionally encounter and present some difficulty or hardship upon them unless successfully dealt with. Hazards include things like dangerous terrains, falling from tall heights, harsh weather, and more.

Hazards are grouped on this site into a few different categories:

Challenges

Natural Hazards

Slimes, Molds, and Creature Hazards

Environmental Hazards

Other Hazards

Hazards are not necessarily intentionally set to injure, harm, or delay creatures, but instead are usually naturally occurring phenomenon that do in fact either inconvenience or harm creatures. Hazards may include naturally collapsing ice or a wooden floor, or things like green slime or different types of molds that are sometimes found in subterrainean settings.

Antimagic Clouds (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Antimagic clouds have a radius of 6d10 feet (minimum 20 feet) and otherwise function as the antimagic field spell. At the end of every round, roll 1d20. On a 1–4, the antimagic cloud lingers in place. On a 5–19, the antimagic cloud moves 30 feet in the same direction as the last creature that exited it that round, or in a random direction. On a 20, roll again and ignore results of 20. The antimagic cloud sucks away magic until the end of the next round, removing a use from any magic item it touches that has more than a single use, and expending the highest level spell slot of any creature it touches.

Brown Mold (3pp)

Source TM

Hazard

Mold is usually hidden in decaying garbs, on a decomposing corpse, a chest, a tapestry covering a wormeaten wardrobe, etc.

Energy Cyclone (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

These vicious weather anomalies are strong enough to rip people off the ground and they move with dangerous alacrity, speeding across a landscape and beyond the horizon. Energy cyclones have a radius of 4d100 feet (minimum 100 feet). At the end of every round, roll 1d20. On a 1, the energy cyclone lingers in place. On a 2–15, the energy cyclone moves 50 feet in a random direction. On a 16–20, the energy cyclone careens, moving at a rate of 100 feet in a random direction. Creatures inside of or in the path of a moving energy cyclone take 45 (10d8) randomly determined damage of a randomly determined type (1d8: 1—acid, 2—cold, 3—fire, 4—force, 5—lightning, 6—necrotic, 7—radiant, 8—thunder) and make a DC 20 Strength saving throw or are ripped off the ground and into the air, thrown 1d10 × 20 feet and landing prone at the start of the creature’s next turn. Objects not anchored to the ground receive no saving throw.

Fey Longings (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

After any personal, intimate interaction with a fey, a creature must make a DC 20 Wisdom saving throw or contract this disease.

Fey aware of this danger can take special precautions to prevent it using wards made from special plants and oils and though most know this, few care.

Characters with fey ancestry (such as elves, gnomes, and half-elves) are immune.

It takes 1d4 days for the symptoms of fey longings to take hold. The infected creature begins to see fey wherever they look. At first it’s the giggling sound of pixies just behind the next tree, but after several days it’s not uncommon for the delusions to include being surrounded by thick vines, glistening psychedelic rains, or riding a colorfully-feathered frog (while in fact the infected creature might be tangled in ropes, showered in blood, or standing on swift-moving boat). While these vivid hallucinations are complete, they do not directly lead to a character being harmed or put into harm’s way.

When the infected creature makes an opposed Wisdom (Insight) check or a Charisma (Deception, Intimidation, or Persuasion) check, it must make a DC 18 Wisdom saving throw. On a failure, the character is charmed by one random creature it can see. This creature cannot be an ally of the infected creature. If there’s no viable target, the character instead has disadvantage on attack rolls and ability checks as it sees and tries to interact with a world beyond the veil.

The best cure for fey longings is to bring the infected creature to the Feywild to interact with its denizens and environment. At the end of each day spent in the Feywild, an infected creature makes a Charisma saving throw (DC 10 + 1 per previous save) to recover from the disease. Otherwise fey longing naturally fades after a month.

Fractured Rift Disorder (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Whenever a creature travels between planes using a naturally occurring portal or dangerous magical item (like a well of many worlds), it must make a DC 20 Constitution saving throw. On a failure, it is infected with fractured rift disorder.

Whenever the infected creature suffers a level of exhaustion, its connection to the Material Plane is tested. The character makes a DC 20 Constitution saving throw or is teleported 1d20 feet away in a random horizontal direction as its connection to the here and now shifts slightly.

Unless treated (see below) the rift continues to fracture and the infection worsens. At the end of every week during which a creature with a basic or mild infection does more than rest, it must make a Constitution saving throw (DC 18 + 2 per previous save). On a failure, the disease worsens. Consult Table: Fractured Rift Disorder. On a success, its infection reduces by one stage (from mild to basic, or basic to recovered).

All of this disease’s effects manifest only while on the Material Plane.

Restoration and similar magic have no effect on fractured rift disorder since the problem can’t be fixed with positive energy. Instead the infected creature needs to strengthen its connection to the world. Success on a DC 18 Intelligence (Nature) check diagnoses the disease and identifies a long-term treatment, usually requiring a month of peaceful meditation in an ancient grove or cave at the end of which the infected creature recovers.

Table: Fractured Rift Disorder
Fracture Level Cumulative Effect Worsens on…
Basic Make a DC 18 Constitution save after taking a level of exhaustion, or teleport 1d20 feet in a random direction. Failing a DC 20 Constitution saving throw at the end of a week of adventuring.
Mild Make a DC 18 Constitution save after scoring or taking a critical hit, teleporting 1d20 feet in a random direction on a failure. Failing a DC 20 Constitution saving throw at the end of a week of adventuring.
Severe Become ethereal (as the blink spell) whenever the infected creature rolls a natural 1 on a d20. Make a DC 18 Dexterity save to avoid dropping held items just before the transition. Automatically worsens after several weeks unless spent resting.
Deadly When the infected creature has been targeted by a magical effect that changes its form or location within the last round and it makes a Strength check, melee attack roll, or attacks with a thrown weapon, it must succeed on a DC 18 Constitution saving throw or be transported to a random plane of existence.

Green Slime (3pp)

Source TM

Hazard

Green slime may hang from the ceiling, fall from half-eaten furniture, be concealed in large ceramic pots, a fountain or disguised as a potion in a chest, etc.

Lava (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

A creature that touches lava takes 27 (5d10) fire damage. When a creature first enters into an area of lava or starts its turn there, it takes 55 (10d10) fire damage. A creature submerged in lava takes 110 (20d10) fire damage.

  • Volcanic Fields. In particularly tumultuous regions magma can leap up out of fissures in the earth that form with little to no warning, spitting flaming death up into the air. Every 100 feet of travel in a Volcanic Field, roll 1d20. On a 20, the terrain rumbles and spits up lava from a point within 4d4 – 4 feet of a randomly determined creature. Each creature within 15 feet of the lava spout makes a DC 20 Dexterity saving throw or are hit by lava. A creature in the same square as the lava spout has disadvantage on this save. Alternatively, thermal geysers function in the same way but deal fire damage using d6s instead of d10s.

Pastrasite (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

When a creature enters an area with pastrasites it must make a DC 20 Charisma saving throw as its psyche instinctively tries to maintain their personal timeline. On a success, the pastrasite immediately retreats, choosing another creature to infect until there are none at which point it can no longer maintain its temporal existence, disappearing and leaving behind a strong sense of imminence within would-be victims.

For the next hour these creatures have advantage on Intelligence checks made to recall information. On a failure, the creature is infected with the disease. The pastrasite immediately destroys several years of the infected creature’s past. If it has one, the character loses its background and gains a randomly determined background. This new background is now, and always has been, the infected creature’s past. The character is vaguely aware of what happened with blurred recollection of things being somehow ‘different’ than before becoming infected. Only spells that contact other planes can reveal information from the infected creature’s previous timeline. Most facts change as little as possible to remain consistent with the infected creature’s new past, but some friction remains. Whenever an inconsistency between the old and new timelines is first spoken of in front of the character, it takes 21 (6d6) psychic damage.

The new timeline gradually settles, and the true past can only be restored through powerful magic such as wish or miracle. Once a pastrasite has altered an infected creature’s timeline, although its effects remain the creature recovers from the disease. Spells like remove disease or features like a herald’s Lay on Hands have no effect on pastrasites.

Planar Bleed (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Whenever a creature casts a spell of 8th-level or higher within 1 round of the casting of another spell of 8th-level or higher within 100 feet, roll 1d20. On a 1, the magic bends reality so fiercely that it spawns a 1-foot diameter interplanar rip in space and time that lasts for 2d4 + 2 rounds. At the end of each round, the planar bleed moves 5 × 2d4 feet in a random direction.

At the start of its turn, a creature within 30 feet of a planar bleed makes a randomly determined saving throw (roll 1d6: 1—Strength, 2—Dexterity, 3—Constitution, 4—Intelligence, 5—Wisdom, 6— Charisma). On a failure, the creature is exposed to a randomly determined planar disease (roll 1d4: 1— fractured rift disorder, 2—fey longings, 3—pastrasite, 4—spectral thought-worms).

The planar bleed is stationary until someone controls it. If you are within 60 feet of an uncontrolled planar bleed, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the planar bleed levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 30 feet toward you. If you attempt to control a planar bleed that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.

Planar Disease (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Unless otherwise noted, a planar disease can only be cured by a wish spell.

Rot Grubs (3pp)

Source TM

Hazard

The bodies may be dead adventurers with a few useful items still on their bodies (20% probability), villagers or just random corpses.

Spectral Thought-Worms (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

When a creature interacts with the Astral Plane (via the astral projection spell or magic item mishaps) without the protection of a mind blank spell, or when it suffers prolonged exposure to the less stable areas of the Astral Plane’s wild energies. Spectral thoughtworms can also be carried along a detect thoughts spell, telepathic connections, and similar effects. A creature exposed to a spectral thought-worm or an infected creature’s mind must make a DC 20 Charisma saving throw or contract the disease. In 1d4 days the spectral thought-worm’s symptoms manifest in an infected creature. The parasite infects the character’s mind and eats the infected creature’s identity, creating a mental space into which it will lay its eggs. An infected creature’s background characteristics start changing. Roll 1d4 to determine what changes (personality trait, ideal, bond, or flaw) then reroll the chosen characteristic.

This is the infected creature’s new belief structure, which the character might not notice on its own.

An infected creature that does not have these characteristics has its memories altered instead (as the modify memory spell).

When an infected creature finishes a long rest, it makes a DC 18 Charisma saving throw. On a success, the character’s mind fights against the spectral though-worm and in the resulting struggle one of its characteristics changes as above. On a failure, the worm clears enough space to lay eggs that hatch in 1d4 days. These start eating the infected creature’s personality, reducing its Charisma attribute by 1 until it reaches 0 and dies, at which point the spectral thought-worm escapes to the Astral Plane through the tiny planar opening created by the departing soul.

Spectral thought-worms are susceptible to psychic damage.

When an infected creature is targeted by lesser restoration, or takes psychic damage equal to or more than its Charisma score, the parasite goes dormant for a week.

A dormant spectral thought-worm is destroyed when the infected creature takes psychic damage equal to or more than its Charisma score. Upon destruction a spectral thought-worm dissolves into stray thoughts that are expelled throughout the next day as semi-insightful sayings that float through the character’s mind.

Whirlpool (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Innocuous eddies can suddenly whip up into powerful vortices that suck the party (or their vessel) beneath the waves! A whirlpool is stationary and appears to affect the water in a 50-foot radius, but grips upon creatures and objects in a 100-foot radius.

Staying on board a vessel in a whirlpool requires a DC 16 Strength check at the start of a creature’s turn.

At the end of each round, if a creature on the vessel has not succeeded on a DC 20 Dexterity (vehicle [water]) check it sails towards the whirlpool’s center at a rate of 30 feet each round; a successful check drives the vessel 15 feet away from the hazard.

Swimming away from whirlpool requires a DC 22 Strength (Athletics) check, and on a failure a creature is pulled 20 feet towards the whirlpool’s center. A vessel or creature drawn into a whirlpool’s center is sucked 20 × 4d10 feet down into the water and 50+5d6 feet away in a random direction.

Wild Magic Zone (3pp)

Source Legendary Adventures (Legendary Games)

Hazard

Wild magic zones are an unpredictable phenomena that vex even the greatest archmages, appearing without warning and disappearing after seemingly random periods of time—sometimes measured in seconds, sometimes minutes, sometimes months or even years. Perhaps the most upsettingly of all these anomalies cannot be heard, smelled, or seen, only detected after magic within its borders has gone haywire. All spells cast in a wild magic zone are automatically subjected to the effects listed on Table: Wild Magic Zones. Effects from a wild magic zone use randomly determined saving throws (roll 1d6: 1—Strength, 2—Dexterity, 3—Constitution, 4—Intelligence, 5—Wisdom, 6—Charisma). Roll twice for 8th-level spells, and three times for 9th-level spells.

Table: Wild Magic Zones
d20 Effect
1 The spell has no effect.
2 The spellcaster makes a randomly determined DC 20 saving throw or becomes blind and deaf for 1d4 rounds.
3 For the next minute, one randomly determined creature within 30 feet of the spellcaster can read its thoughts as the spell detect thoughts (DC 20).
4 The spellcaster’s size is reduced by one size category for 1 minute.
5 The spellcaster and every creature within 100 feet emanate a nimbus of energy that displays their alignments. This nimbus remains for 1 hour.
6 The spellcaster and every creature within 100 feet are teleported 15 feet to the nearest unoccupied space in a randomly determined direction (roll 1d8 for each creature).
7 The spellcaster and creatures within 100 feet grow a year’s worth of hair all at once (including creatures that do not naturally grow hair).
8 For the next minute, the spellcaster’s Speed is halved, its jump distances are halved, and it has advantage on Strength (Athletics) checks.
9 The spellcaster sheds deceptive bright light in a 10-foot radius and deceptive dim light for an additional 10 feet. The spellcaster and its allies are unable to see this deceptive light.
10 For the next round, the spellcaster and every creature within 100 feet benefits as if they had cast the detect thoughts spell without the need for concentration, and each can take an additional action on their turn. This action can only be used to focus on detect thoughts.
11 For the next round, the spellcaster and every creature within 50 feet benefits as if they had cast a randomly determined spell without the need for concentration (1d4: 1—displacement, 2—fly, 3—haste, 4—stoneskin).
12 Ethereal butterflies burst into existence in a 20-foot-radius sphere around the spellcaster and flutter for 1 minute. The sphere spreads around corners, and its area is heavily obscured.
13 For the next minute, the spellcaster’s Speed is doubled, its jump distances are doubled, and it has advantage on Dexterity (Acrobatics) checks.
14 The spellcaster and creatures within 100 feet lose all the hair on their bodies.
15 Time seems to slow down for the spellcaster and every creature within 50 feet, and until the start of the spellcaster’s next turn each reduces its Speed by half.
16 The spellcaster and creatures within 50 feet bleed shadows that make each lightly obscured for the next minute.
17 The spellcaster’s size is increased by one size category for 1 minute.
18 For the next minute, the spellcaster can read thoughts as the spell detect thoughts (DC 20).
19 The spellcaster’s senses are enhanced for 1 minute. Roll 1d4: 1—advantage on Wisdom (Perception) checks, 2—gains darkvision 60 feet (or increases darkvision range by 30 feet), 3—gains tremorsense 30 feet, 4—gains blindsight 20 feet.
20 The spellcaster regains the spell slot used to cast the spell.

Yellow Mold (3pp)

Source TM

Hazard

Mold is usually hidden in decaying garbs, on a decomposing corpse, a chest, a tapestry covering a worm-eaten wardrobe, etc.