5e Hazards

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Please leave the "(5e Hazard)" identifier in the page title when creating your new hazard!


Hazards[edit]

Hazard Summary
Aberrant Earth Weird earth that wracks the mind with pain and absorbs the bodies of those slain while standing upon it.
An Inconvenient Rock Literally just a rock.
Black Slime Aquatic variant of green slime.
Black Tangle Thorny black vines found in dark forests.
Brown Slime A sticky brown ooze that prefers to feed on humanoid flesh.
Deathspore Fungus A rare fungus that kills with poisonous spores that cause its victims to rise as undead minions.
Dreaming Water Supernaturally still water that causes those that touch it to enter a deep trance-like state.
Great Wall of America The Most Powerful Wall in the Universe
Jabberwock's Snare A thick bramble with magical origins that thrives in the darkness.
Mindslicer Crystal Crystals found deep underground that disrupt the thoughts of sentient creatures.
Mindswap Rose These roses swap the souls and minds of creatures who touch it.
Quagmire Thick, sticky mud infused with elemental energy.
Ragestone Odd stone that causes unfeeling rage in those that stand upon it.
Sand Slime A grainy ooze found in deserts.
Spellbane Rose Flowers that inhibit magic.


Incomplete[edit]

Hazards with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.


To be Sorted[edit]

These need to be moved to their own pages.

Sand Slime[edit]

Environments: Deserts
Use with: Flying desert creatures (giant vultures, flying snakes, swarm of insects, air or fire elementals)
Related to green slime, this grainy, viscious ooze is encountered in patches covering hundreds of square feet. It looks exactly like wet sand. A successful DC 20 Perception check or DC 15 Survival check reveals its true nature. Sand slime is sticky and absorbs the slightest moisture, which withers and kills most small animals (which the slime then absorbs). Creatures that step into sand slime, or start their turn in it, take 5 (1d10) necrotic damage and become restrained. A stuck creature can use its action to make a DC 12 Strength (Athletics), breaking free on a success.

Ragestone[edit]

Environments: Old battlefields, sacrificial altars
Use with: Any
These red rocks are found in the ground in 5 ft. square patches. Creatures that start their turn stood on ragestone take 1d10 psychic damage unless they make a melee attack against any creature.

Quagmire[edit]

Environments: Wetlands
Use with: Creatures that can knock prone (e.g. minotaur skeleton, allosaurus)
Quagmire is an area of mud slightly infused with energy from the Swamp of Oblivion (Plane of Ooze). Strange, dank marshplants can be found growing in and around the quagmire, sometimes obscuring it. Quagmire is difficult terrain. A creature that falls prone in quagmire becomes restrained. A stuck creature can use its action to make a DC 12 Strength (Athletics), breaking free on a success. A strong wet smell persists on a creature that has fallen in quagmire, and other creatures have advantage on Wisdom (Perception) checks to detect them through smell alone. This effect lasts until the creature washes itself during a short rest or long rest.

Spellbane Rose[edit]

Environments: Ancient gardens, dark forests
Use with: Evil plant creatures
These blood-red flowers, also called bloodroses for their wondrous hues and because they grow best when given a small amount of humanoid blood every so often, are found in the ground in 10 foot square patches. Creatures that start their turn standing in or within 5 feet of a patch of spellbane roses must succeed on a DC 13 Constitution saving throw or take 1d8 poison damage and be poisoned for 1 minute. A creature poisoned in this way cannot cast spells or use other magical effects, as though they were within the area of an antimagic field. A spellbane rose that is picked retains this property for 1d4 hours, unless preserved with magic.

Aberrant Earth[edit]

Environments: The Underdark, the lairs of powerful aberrations
Use with: Aberrations
This thick, slimy mud occasionally moves when humanoids are within 60 feet of it, pulsating in their general direction, and vaguely face-shaped formations can be found within it. It covers a 20 square foot patch of ground, though some can be much larger. Any creature that isn't an aberration that starts its turn in aberrant earth or moves into aberrant earth for the first time on its turn must succeed on a DC 15 Wisdom saving throw or take 3d6 psychic damage and be stunned until the end of its next turn. A creature that dies while standing in aberrant earth is absorbed by it, and only a resurrection spell or similar magic can restore it to life. Sometimes, a patch of aberrant earth magically becomes a gibbering mouther of its own accord, though especially large patches might become more than one mouther.

Jabberwock's Snare[edit]

Environments: Fey Wild, Enchanted Forest
Use with: Evil plant creatures
Magical plant. The bramble is considered difficult terrain where ever it grows, those who walk through it must make a DEX save of 15 or take 2d10 piercing/slashing damage (half as much on a success). Those who fail the save are restrained by the bramble and must make a STR save of 13 in order to escape (taking 2d10 piercing/slashing/bludgeoning damage on every failed save, half on success). Jabberwock’s Snare is weak in sunlight, with saves of 12 and 10, respectively. Those who end their turn in a patch of Jabberwock’s Snare and are not restrained must make a DEX save.

Black Tangle[edit]

Environments: Fey Wild, Enchanted Forests, Forests
Use with: Jabberwock's Snare, Any
Plant. A patch of Black Tangle is considered difficult terrain and those who try to move through it must succeed in a DC 13 DEX save or take 1d10 piercing/slashing damage (half on success). If an entity enters the bramble or ends it’s turn in the bramble, it must make a DEX save or take 1d10 damage, half on success.


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