Temperature
The high and low extreams of Dungar make for interesting modifications. With tempratures in the North reaching over 150 degrees with some areas even reaching higher. Then when heading to the south tempratures can reach as low as -100 degrees enough to make most blood run cold.
Cold
Whenever the temperature is at or below 0 degrees a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion.
Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
, Extreme Cold
Whenever the temperature is at or below 30 degrees a creature exposed to the cold must succeed on a DC 20 Constitution saving throw every 15 minutes or gain one level of exhaustion.
Creatures with resistance or wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates DC 10 Constution saving throw every hour.
Creatures with immunity to cold damage automatically succeed on the saving throw.
, Hot
When the temperature is at or above 100 degrees a creature exposed to the heat must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw.
Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
, Extreme Heat
When the temperature is at or above 150 degrees a creature exposed to the heat must succeed on a Constitution saving throw every 15 minutes or gain one level of exhaustion. The DC is 10 for the first hour and increases by 2 for each 15 minutes. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, automatically fail.
Creatures with resistance or creatures naturally adapted to hot climates must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, are at disadvantage.
Creatures immunity to fire damage automatically succeed on the saving throw.
Cold
Cold
Extreme Cold
Creatures with resistance or wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates DC 10 Constution saving throw every hour.
Creatures with immunity to cold damage automatically succeed on the saving throw.
Hot
Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
Extreme Heat
Creatures with resistance or creatures naturally adapted to hot climates must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, are at disadvantage.
Creatures immunity to fire damage automatically succeed on the saving throw.
Type
Natural
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