Mountain Hazards
Rockslide
A typical rockslide is 300 feet wide, 150 feet long, and 30 feet thick. When a rockslide occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the rockslide travels 300 feet until it can travel no more. When a rockslide moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When a rockslide stops, the debris settles and buries creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again. A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the rockslide.Thick Fog
A thick fog rolls over the mountain range. The effects of the fog are the same as the “fog cloud” spell, but with a range of 1d4+1 miles. It is non-magical and lasts for 2d4 hours.Sleet Storm
Freezing rain falls upon the mountains, functioning the same as the “sleet storm” spell. The range is 1d4+1 miles, it is non-magical, and it lasts for 2d12 hours.Strong Winds
A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. This effect lasts for 1d4 hours.High Altitude
Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.Heavy Snowfall
Everything within an area of heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight.
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