Blanmistral Plains

North of the mountain city of the Dwarf, in the coldest region with the Ice-peak Concord territory stand the plains of Blanmistral. Home to frost trolls, yetis, and the Frostwolf clan of goliath, it is a wild and dangerous place to live in.  

Features

Extreme Cold. A creature in the icy region 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.   Frigid Water. The water is most often covered in a thin layer of ice, thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Type
Desert, Ice

Articles under Blanmistral Plains



Cover image: FIghting in the wilderness by

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