Professional Documents
Culture Documents
Curse Terrain Hazards
Curse Terrain Hazards
Mundane Hazards:
Bad Air
An invisible hazard, pockets of low-oxygen gas present a danger to miners and
spelunkers as well as cavern-delving adventurers.
Nonflammable gases such as carbon dioxide or nitrogen are CR 1 and require a
DC 25 Survival check to notice. Creatures breathing the air must make a Fortitude save
(DC 15 + 1 per previous check) each hour or become fatigued. After a creature
becomes fatigued, slow suffocation sets in. Creatures holding their breath can avoid
these effects. Flammable vapors such as coal gas are much more dangerous (CR 4).
The gases displace breathable air in the lungs, causing fatigue as described above. In
addition, any open flame or spark causes an explosion for 6d6 points of damage (Reflex
save DC 15 for half ) to all in the cavern or within 5 feet of an entrance. The fire burns
away the oxygen in the air, leaving it unbreathable for 2d4 minutes. After an explosion,
flammable gas usually takes several days to build up to dangerous levels again.
Bad Weather
Bad weather can range from minor precipitation to a serious storm. The weather
can include lightning strikes and cause floods, landslides, and other natural hazards.
Brambles
While many forms of undergrowth can slow explorers, thorny brambles can prove
a serious impediment. In addition to functioning as light or heavy undergrowth, brambles
damage creatures that move through a space filled with them. The amount of damage
taken depends on whether the brambles are light or heavy and what type of armor the
creature wears. Light brambles deal 1 point of damage to a creature wearing light armor
that moves into their square, while heavy brambles deal 1d4 points of damage to a
creature in light armor or 1 point of damage to a creature in medium armor. Creatures in
heavy armor don’t take damage from brambles. A creature unwillingly forced into
brambles can attempt a DC 15 Reflex save to avoid taking this damage.
Additionally, a creature moving through brambles must succeed at a Reflex save
(DC 12 for light brambles, or DC 16 for heavy brambles) or become entangled.
Entangled creatures can attempt to free themselves as a standard action with a
successful Escape Artist or Strength check at the same DC. A creature needs to
attempt this save against being entangled by brambles only when it enters a square of
brambles. A 5-foot square of brambles has AC 5 and hardness 2. A 5-foot square of
light brambles has 30 hit points, while a 5-foot square of heavy brambles has 60 hit
points. If a square of heavy brambles is reduced to 30 or fewer hit points, it functions as
a square of light brambles instead.
Blight
Whether from a lack of water, a plague, or hostile magic, the plants and wildlife in
the area are suffering. a blight lasts for 1d4+2 weeks. During a blight, Survival DCs to
get along in the wild increase by +5.
Bullhorn Acacia
Common to many jungles, bullhorn acacia is a thorny monstrosity; its long,
hollow spines grow densely and bar jungle paths wherever several trees grow near
each other. Yet more menacing than its spikes are the ants that dwell within the hollow
thorns. These tiny ants feed on nutrients exuded by the acacia, and they will fight to the
death to defend their home. Unwary creatures who fail a DC 18 Survival check and
brush up against one of these plants can expect to be immediately set upon by a swarm
of tiny, stinging insects (treat as a spider swarm).
Burning Geyser
Every round, there is a cumulative 10% chance that the geyser erupts. When it
does so, it sends forth a plume of steam and scalding water into the air. Anyone within a
10-foot radius of it when the geyser erupts takes damage for as long as the geyser
erupts.
This geyser spews burning liquid into a bitterly cold area. It deals 20d6 points of
fire damage per round (Reflex DC 25 half, though evasion will only quarter the damage
rather than avoid it entirely on a successful save) for 1d4+1 rounds.
Starting in the second round of the geyser’s eruption, the rapidly cooling water
begins running down the ceiling and walls, dripping down into a forest of quickly
freezing icicles. This rain of freezing water affects anyone within 30 ft. of the geyser’s
eruption and lasts for the length of the eruption as well as 1d3 rounds thereafter. Any
creature caught in this freezing downpour takes 10d6 points of cold damage each round
and is slowed (as the slow spell) by the layer of frost and ice forming on it. A DC 30
Reflex save halves this damage (once again, only quartering it for evasion) and
prevents the slow effect. Once the creature has been slowed, each additional failed
save causes its speed to be reduced by 10 feet. If the creature’s speed reaches 0 feet,
it is completely encased in ice and is considered helpless. At this point the creature
continues taking damage from the freezing water—automatically failing any saving
throws—plus an additional 3d6 points of cold damage each round until freed from the
ice. The creature also begins to suffocate until at least partially freed (requiring a full-
round action by someone other than the helpless individual).
Cave-In or Collapse
Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon
explorers face the danger of being crushed by tons of falling rock, but even if they
survive they might be buried beneath a pile of rubble or cut off from the only known exit.
A cave-in buries anyone in the middle of the collapsing area, and then sliding debris
damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in
might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending
beyond the bury zone.
A weakened ceiling can be spotted with a DC 20 Knowledge (engineering) or DC
20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as
Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet
of a weakened ceiling. A weakened ceiling might collapse when subjected to a major
impact or concussion. A character can cause a cave-in by destroying half the pillars
holding up the ceiling.
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that
amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in
the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15
Reflex save. Characters in the slide zone who fail their saves are buried. Characters
take 1d6 points of nonlethal damage per minute while buried. If such a character falls
unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes
1d6 points of lethal damage each minute until freed or dead. Characters who aren’t
buried can dig out their friends. In 1 minute, using only her hands, a character can clear
rocks and debris equal to five times her heavy load limit. The amount of loose stone that
fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate
tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly
as by hand. A buried character can attempt to free himself with a DC 25 Strength check.
Corrosive Rain
Corrosive rain acts as normal rain, but deals 1d6 points of acid damage per hour
of exposure. Rains vary widely in what they affect, some dissolving nearly any material,
others affecting only organic matter, metal, or plastics. When corrosive rain falls in a
downpour, it deals 1d6 points of acid damage every 10 minutes instead.
Deadly Gas
In a marsh, pockets of flammable gas can build up under the surface before
violently erupting, throwing rocks, mud, and debris in all directions with startling force. In
a desert, toxic fumes from a natural vent, old mine, or magical disaster might leak into
the air, poisoning or mutating nearby creatures.
In a marsh, PCs can attempt a DC 15 Perception check to notice the smell and
swelling before it erupts. The eruption deals 2d6 points of bludgeoning damage in a 20-
foot radius, or 4d6 points of fire damage if the area contains open flame.
In a desert, PCs can attempt a DC 15 Perception check to notice the fumes and
get out of their path before coming to harm. Otherwise, they must succeed at a DC 15
Fortitude save or take 1d4 points of Constitution damage and be nauseated for 10
minutes.
Dust Devil
A dust devil is a whirlwind not associated with a storm, particularly in a region with little
or no topsoil. Treat a dust devil as a duststorm, sandstorm, or tornado.
Ear Seeker
Ear seekers are tiny, pale-colored worms that dwell in rotting wood or other
organic detritus. They can be noticed with a DC 15 Perception check. Otherwise, a
living creature poking about their lair inadvertently transfers one or more ear seekers to
its body. The seekers then search out a warm location on the creature, especially
favoring the ear canal. Once there, they lay 2d8 eggs before dying. The eggs hatch 4d6
hours later and the larvae devour the surrounding flesh. Upon the death of their host,
the new ear seekers crawl out and seek a new host. Remove disease kills any ear
seekers or unhatched eggs in or on a host. Some ear seekers favor living in intact
wood, often hiding in dungeon doors. The small pinholes left by this variety are
particularly hard to spot (Perception DC 20).
Infestations: Parasites such as ear seekers or rot grubs cause infestations, a
type of affliction similar to diseases. Infestations can only be cured through specific
means; no matter how many saving throws are made, the infestation continues to afflict
the target. While a remove disease spell (or similar effect) instantly halts an infestation,
immunity to disease offers no protection, as the infestation itself is caused by parasites.
Ear Seekers Type infestation; Save Fortitude DC 15 Onset 4d6 hours;
Frequency 1/hour Effect 1d6 Con damage
Earthquake
Naturally occurring earthquakes result from seismic energy released along fault
lines in a planet’s crust. Powerful magic, the release of a legendary monster, or the
destruction of a powerful artifact might also result in an earthquake. Earthquakes range
from those that are harmless and nearly undetectable to those that are catastrophic and
cause widespread destruction and loss of life. Earthquakes can have additional effects
such as disrupting rivers, draining lakes and marshes, and even triggering tsunamis or
volcanic events. Earthquakes might cause widespread fires in urban areas or displace
wildlife in wilderness environments.
Collapse: Creatures in an enclosed space or underground during an earthquake
are at risk of having the ceiling or structure collapse on them. If a structure collapses,
each creature inside takes 8d6 points of damage (Reflex DC 15 half ) from the falling
rubble and becomes pinned. A creature that takes cover (under furniture, for example)
gains the normal bonus for cover on its Reflex save. A creature pinned beneath rubble
takes 1d6 points of nonlethal damage per minute while pinned. If a pinned creature falls
unconscious, each minute thereafter until it is freed or dies, it must succeed at a DC 15
Constitution check or take 1d6 points of lethal damage.
Falling Debris: Even creatures not in a structure are still at risk of falling debris,
whether from a collapsing building nearby or a natural structure such as a cliff or
mountain. Any creature caught in the area of falling debris suffers the collapse effects,
but it takes 4d6 points of damage at the time of collapse instead of 8d6.
Fissure: Earthquakes can open massive cracks and fissures in the ground. A
creature near a fissure as it opens has a 25% chance of falling in unless it succeeds at
a DC 20 Reflex save. Additionally, each creature standing in the area when a fissure
opens must succeed at a DC 15 Reflex save or fall prone if it avoids falling into the
fissure. Fissures are typically 1d4+1 x 10 feet deep, and creatures falling into one take
the appropriate falling damage. There is also a 25% chance that surrounding debris
also falls into the fissure. Creatures in the fissure when debris falls on them take
additional damage from the falling debris. Surviving creatures that are not pinned can
attempt to climb their way out.
Impaired Actions: The tremors of an earthquake impose a –8 penalty on
Dexterity-based skill checks for creatures on the ground. Spellcasters on the ground
must succeed at a concentration check (DC = 20 + the spell’s level) to cast a spell. To
move, a creature must succeed at an Acrobatics check; the base DC of this Acrobatics
check is 10, but particularly powerful earthquakes and any resulting difficult terrain can
increase this DC.
Structures: Most wood or masonry buildings collapse during an earthquake.
Structures built of stone or reinforced masonry take 100 points of damage that is not
reduced by hardness. Large structures such as castles might not collapse outright, but
certain features such as towers or entire sections of a wall might. Creatures caught in a
structure that is destroyed suffer collapse effects.
Electromagnetic Field
Powerful fields of electromagnetic interference fluctuate in intensity in some
locations. The fields don’t harm living creatures, but they do wreak havoc on many
technologically complex devices. Within an electromagnetic field, force fields (but not
magical force effects) and technological devices that consume electricity fail to function.
At the GM’s discretion, heavily shielded technological devices may be immune to this
effect.
Robots with 4 Hit Dice or fewer deactivate while in an active electromagnetic
field. Robots with 5 HD to 10 HD are staggered, while robots with 11 or more HD
function normally. There is a 50% chance that any energy weapon on a robot fails to
function when used in an active electromagnetic field. Projectile weapons function
normally, as do any energy weapons that don’t require electrical power such as
flamethrowers. Robots with immunity to electricity are not affected by these effects.
Fog Bushes
Fog bushes look like ordinary, thick, leafy bushes that grow close to the ground.
Patches of these bushes often split and grow into new patches, and a continuous patch
can cover up to 100 feet of ground. Fog bushes have porous bark and leaves that soak
up water during the frequent rainstorms, which generally last from late afternoon to
midnight. When the sun rises the next day, the water trapped in the bushes begins to
evaporate, creating a thick, muggy fog. The fog that surrounds fog bushes obscures
vision in the bushes’ immediate vicinity. Travelers unfamiliar with fog bushes might
make camp in a seemingly clear area and wake up to find dense, musty fog covering
their campsite. The vision-obscuring fog stretches for approximately 20 feet beyond the
edge of the fog bush patch.
Though not dangerous themselves, fog bushes are often used by monsters,
raiders, and other local menaces to easily sneak up on prey. Those beasts that don’t
rely on vision as their primary sense are particularly at home in the mists and may make
their lairs near fog bushes as a natural defense, as well as a perfect ambush site. Fog
bush leaves can be used as makeshift bandages in an emergency, as they can absorb
half as much blood as cloth bandages. Trackers often carry wrung-out leaves for use as
sponges. Leaves placed in the heels of boots or under hats absorb sweat and can help
keep travelers cool.
Geothermal Spring
Geothermal springs form where magma heats underground water to extreme
temperatures. This hot water periodically erupts at the surface, collecting into pools of
heated water of varying temperatures. In some cases, the resulting hot springs are
relatively harmless, and communities often pop up nearby, as the therapeutic nature of
the spring attracts visitors. But in some cases, geothermal springs are heated to the
boiling point or hotter, or they might pose other dangers to the unwary.
Fumarole (CR 1): Fumaroles occur when the groundwater is boiled away before
reaching the surface, so when it erupts from vents in the ground, it does so as steam,
often carrying toxic gases along with it. The type of gas released by a fumarole depends
on the composition of the surrounding ground. Some fumaroles, referred to as
solfataras, emit dangerous levels of sulfuric gas. The eruption rates of fumaroles vary
from every few minutes to every few hours. A creature within 5 feet of an erupting
fumarole must succeed at a DC 15 Reflex save to avoid the eruption. On a failed save,
the creature takes 2d6 points of fire damage from the scalding steam. If the fumarole
emits sulfurous gases, each creature within 30 feet of the erupting fumarole must
succeed at a DC 20 Fortitude save or take 1 point of Constitution damage and become
nauseated for 1d4 rounds. On a successful save, the creature negates the Constitution
damage and is sickened for 1d4 minutes instead of nauseated. This additional effect is
a poison effect.
Geyser (CR 3): Geysers form when surface water seeps down into the earth and
meets rocks heated by the proximity of magma. The pressure created by the boiling
water causes the water to erupt on the surface. The rate, frequency, and length of
eruption vary from geyser to geyser. Some issue a single, sustained geyser at a regular
interval. Others go through a series of short eruptions, lasting only a few seconds each
for hours at a time, and then go dormant for several hours or even days. The jets of
water from erupting geysers also vary in height, with some erupting upward of 100 feet
in the air. A creature within 5 feet of an erupting geyser must succeed at a DC 15
Reflex save to avoid the eruption. On a failed save, the creature is knocked prone and
takes 2d6 points of fire damage. Creatures immersed in the geyser’s jet each take 5d6
points of fire damage and must succeed at a DC 15 Reflex save or be forced out of the
geyser’s jet and knocked prone. Creatures within 10 feet of a geyser (but beyond 5 feet)
each take 1d6 points of fire damage from the boiling hot spray falling on them.
Hot Spring (CR 2): Common hot springs contain pools of warm water, but in
some, the water is heated to nearly boiling. Exposure to this water deals 1d6 points of
fire damage per round. Total immersion deals 5d6 points of fire damage per round;
damage continues for 1 round after total immersion, but this additional damage is 1d6
points of fire damage.
Mud Pot (CR 1): Mud pots are springs that mostly contain hot bubbling mud
instead of water. The mud’s color depends on the amount and type of minerals in the
mud. Mud pots range widely in size and depth, with many found in clusters. Gases from
within the earth can cause mud pots to boil over or shoot mud a short distance into the
air. Exposure to a mud pot deals 1d3 points of acid damage and 1d3 points of fire
damage per round of exposure. Total immersion in a mud pot deals 1d6 points of acid
damage and 1d6 points of fire damage per round; damage continues for 1 round after
total immersion, but this additional damage is only 1d3 points of acid damage and 1d3
points of fire damage. Moving through a mud pot is like moving through a bog.
Grabber Trees
Grabber trees are nonsentient trees that can nonetheless be dangerous for unwary
travelers. A grabber tree grows multiple thin trunks only 1 or 2 inches in diameter, all
clustered together. These trunks sprout even thinner, short branches that stick out from
the trunks like spines on a thistle. One grabber tree by itself poses no threat, but
grabber trees tend to cover large areas of jungle, and they pose a hazard to any who
enter an infested area. Grabber trees grow sparsely around the edges of a field or stand
but cluster more densely at its center. A character can make a DC 15 Survival check to
notice that grabber trees are appearing more frequently. Once a traveler enters the
perimeter of a grabber tree stand, her movement becomes inhibited. Grabber tree
stands count as difficult terrain. The twigs protruding from the trunks catch on clothes,
straps, and skin. It’s difficult for a character to back up among grabber trees, as the
twigs tend to protrude toward the center of the stand, making it easier to enter than to
exit. By the time a creature failing the Survival check realizes she has entered a grabber
tree stand meaning by the time her movement becomes inhibited by the difficult terrain
the stand already extends behind her by 2d6 squares.
Green Slime
This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh
and organic materials on contact and is even capable of dissolving metal. Bright green,
wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it
consumes organic matter. It drops from walls and ceilings when it detects movement
(and possible food) below. A single 5-foot square of green slime deals 1d6 points of
Constitution damage per round while it devours flesh. On the first round of contact, the
slime can be scraped off a creature (destroying the scraping device), but after that it
must be frozen, burned, or cut away (dealing damage to the victim as well). Anything
that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of
green slime. Against wood or metal, green slime deals 2d6 points of damage per round,
ignoring metal’s hardness but not that of wood. It does not harm stone.
Grass Fire
Grass fires are often caused by lightning or careless camp fires. a grass fire is
similar to a forest fire, except it can be spotted at twice the normal distance, and a PC
caught in its area saves against heat damage only every 10 rounds.
Leeches
Leeches are commonly found in slow-moving rivers or stagnant ponds, though
they can also live in deep or fast-moving water. They may attach themselves to
characters moving through the water, but most leeches prefer to feed on carrion, plant
matter, and other leeches. Still, it’s disturbing for even the most seasoned adventurer to
emerge from a river and find sticky blobs of leech plastered to her skin, and though
leeches themselves are not poisonous, they are capable of spreading blood-borne
diseases from one victim to the next as they vomit the contents of their stomachs into
the wound.
01-13 Bonecrusher (Dengue) Fever 14-25 Brainworms
26-37 Dysentery 38-49 Firegut
50-62 Greenscale 63-75 Malaria (Jungle Fever)
76-88 Pulsing Puffs 89-00 Sleeping Sickness
Leeches (Ghost Leeches)
The standard leech is often not alone in muddy rivers. Both giant leeches and
nauseating leech swarms make their homes here, and they are seldom content with a
sip of the victim’s blood, preferring instead to drain her dry. Jungle streams are home to
the translucent terror known as the ghost leech. A ghost leech is a 6-inch-long leech
with almost completely clear skin, appearing as little more than a ripple in the water as it
moves. A gentle attacker with an anesthetizing poison, it can often attach itself to a
humanoid or other prey animal without being noticed (Stealth +20). Once attached, the
ghost leech quietly drains its host of blood, inflicting 1 point of Constitution damage
each round that it’s attached. As it fills with blood, it gradually becomes more and more
visible, taking a cumulative -5 penalty on Stealth checks and allowing a new Perception
check to notice it for each point of Constitution it drains. The ghost leech detaches itself
once it has dealt at least 3 points of Constitution damage and slithers back into the
water. Ghost leeches have no other combat abilities and negligible hit points and AC; an
adventurer can kill one easily by tearing it off and squishing it, assuming she notices it
before it drops away and leaves her weakened and pale. As such, it works better as a
natural hazard of CR 1/2 than as an actual combat encounter.
Lightning
Lightning strikes occur commonly during thunderstorms. It is exceedingly rare for
a creature to be struck by lightning, though such an unlucky character would suffer
between 4d8 and 10d8 points of electricity damage from the strike. Lightning strikes
rarely produce forest fires in jungles due to their humid nature, but on the plains or in
dry areas it’s possible for a strike to ignite a wild fire.
Magnetized Ore
The strange energies of the subterranean world can charge rocks and veins of
ore with powerful magnetic fields, creating a hazard for anyone carrying or wearing
ferrous metals. Any steel or iron brought within 20 feet of the ore is drawn toward it.
Medium-sized creatures carrying 30 or more pounds of ferrous metal are pulled toward
the ore as if by the pull special ability. The ore has an effective CMB of +7 and CMD 17.
Small creatures are pulled if they have 15 pounds of metal, Large if they have at least
60 pounds. For creatures of other sizes, modify the weight required as per the rules for
carrying capacity. Creatures wearing metallic armor suffer a penalty to their CMD to
resist the pull (–2 for medium armor, –4 for heavy armor). Affected creatures are pulled
up to 20 feet and slammed against the rock for 2d6 points of damage and gain the
grappled condition. Creatures not carrying large amounts of metal but holding metal
items in their hands are affected by a disarm maneuver as the items are ripped free.
Freeing a stuck item requires a successful grapple check against the ore’s CMD.
Monkey Trees
Monkey trees present a unique hazard in the jungle. These shaggy-barked trees
have thick, twisting limbs sprouting from a central trunk. They have no foliage, only
looping branches extending toward the sky. The solid appearance of the tree and its
twisted limbs make it seem ideal for climbing. Its fibrous bark also serves as ideal tinder.
While not harmful, the bark of the monkey tree contains concentrated oils that seep into
the skin of anyone who touches the tree. These oils react with skin to create an
incredibly spicy, pungent odor. A character who touches a monkey tree smells strongly
for the next day. The oils react with any skin, including leather, so leather gloves also
pick up the smell. A character can rid herself of the scent by scrubbing with soap and
water, after which the smell grows mild and inoffensive. Unless the character takes the
time to wash, any creature tracking the character or her allies receives a +4
circumstance bonus to its Survival check. What’s more, many predators have learned
that the smell of a monkey tree means the presence of naked (and uneducated) flesh
somewhere nearby. Unprotected contact with a monkey tree greatly increases the
chances of a random encounter, as some predators can smell the pungent odor from up
to 10 miles away and may head toward it.
Mustard Gas
Campaigns which take place in more advanced settings might include mustard
gas. Mustard gas is normally deployed via gas cylinders or chemical grenades. A cloud
of mustard gas obscures vision like fog cloud and looks like a bank of fog, except that
its vapors are yellowish-brown. Living creatures within a cloud of mustard gas take 3d6
points of acid damage when first exposed to the gas and must succeed at a DC 18
Fortitude save each round or become nauseated and blinded for as long as they are in
the cloud and for 1d4+1 rounds after leaving the cloud.
Creatures that succeed at their save but remain in the cloud must continue to
save each round on their turn. This is a poison effect. Because mustard gas is heavier
than air, its vapors sink to the lowest level of the land, pouring down into holes and
trenches. A gas mask protects the wearer from the nausea and blindness effects of
mustard gas, though holding one’s breath does not.
Mundane Insect Swarms
Even seasoned adventurers sometimes flinch at the mention of swarms.
Extremely large swarms can devastate whole swaths of countryside, but the type of
insect swarm most common to jungle travelers is the small, localized swarm often
clouds of small, non-biting insects like gnats that insist on flying close to drink the
humans’ sweat, crawling unpleasantly on eyeballs and up nostrils. These clouds
obscure vision, create irritation, and can even transmit disease. A character on watch
for such things can make a DC 25 Survival check to notice an insect swarm and change
course to avoid the swarm.
Any living creature that begins its turn in a square occupied by a swarm must
make a DC 13 Fortitude save or be sickened for 1 round. A swarm also has a 25%
chance of carrying disease. If the swarm carries a disease, a character who fails his
Fort save is sickened and must make an additional save or be infected with one of the
following contact diseases: Boot Soup, Brainworms, Dysentery, Green Haze,
Greenscale, or Red Drip. A swarm obscures vision, and any creatures within the swarm
are considered dazzled for as long as they remain in it. Creatures within the swarm also
have concealment (20% miss chance). Spellcasting or concentrating on spells within
the area of a swarm requires a caster level check (DC 10 + spell level). Using skills that
involve patience and concentration requires a DC 15 Will save.
Poison Oak
Contact with poison oak (CR 1) causes a painful rash, and the resulting itch
leaves the hapless victim sickened until the damage is healed. Full body contact or
inhaling the smoke from burning poison oak is particularly dangerous, and can be fatal
(CR 3). A DC 15 Knowledge (nature) check reveals this seemingly innocuous plant for
what it is. This hazard can also be used for similar noxious plants such as poison ivy,
poison sumac, and stinging nettles, the latter not being hazardous when burned.
Radiation
Radiation is a deadly threat to those who would explore technological ruins or
ruins of advanced civilizations, and even in areas that appear devoid of strange
artifacts, the land, the water, or the local flora and fauna may be irradiated. At the GM’s
discretion, adventurers may even be affected by the cumulative effects of mild levels of
radiation that would be harmless if encountered briefly, but may build into dangerous
levels over sustained or repeated periods of exposure. Radiation is a poison effect,
whose initial effect causes Constitution drain and secondary effect causes Strength
damage. Radiation dangers are organized into four categories: low, medium, high, and
severe.
Area of Effect: Radiation suffuses a spherical area of effect that can extend into
solid objects. The closer one gets to the center of an area of radiation, the stronger the
radiation effect becomes. Radiation entries list the maximum level of radiation in an
area, as well as the radius out to which this radiation level applies. Each increment up to
an equal length beyond that radius degrades the radiation strength by one level. For
example, a spherical area of high radiation with a radius of 20 feet creates a zone of
medium radiation 21 feet to 40 feet from the center in all directions, and a similar zone
of low radiation from 41 to 60 feet.
Initial Effect: Radiation initially deals Constitution drain unless the exposed
character succeeds at a Fortitude saving throw. A new saving throw must be attempted
to resist radiation’s initial damage each round a victim remains exposed to it.
Secondary Effect: Secondary effects from radiation deal Strength damage at a
much slower rate than most poisons. This secondary effect ends only after a character
succeeds at two consecutive Fortitude saving throws to resist secondary radiation
damage. If a character has Strength damage equal to his current Strength score, further
damage dealt a secondary effect is instead Constitution damage.
Removing Radiation Effects: All radiation damage is a poison effect, and as such
it can be removed with any effect that neutralizes poison. Ability damage and drain
caused by radiation damage can be healed normally.
Radiation Damage:
Ravenous Mold
The spores of this black mold grow uncontrollably on contact with flesh. As it
grows, the mold secretes a potent acid to break down the flesh of its host. When a
colony of ravenous mold is disturbed or agitated (such as by bumping or wind), the mold
takes root on any organic matter within 20 feet. Any living creature, magic item, or
attended object can avoid infestation with a successful DC 14 Fortitude saving throw.
An unattended object gains no saving throw. Infested living creatures and organic
objects take 1d6 points of acid damage each round as the mold spreads. Only half of an
object’s or creature’s hardness applies to the damage, but acid resistance or immunity
applies in full. Exposing an infested creature to bright light destroys the mold, as does
10 points or more of fire damage dealt in a single round. Additionally, the mold can be
cured by any effect that removes disease. Ravenous mold cannot consume inorganic
materials or bone, or dry organic materials such as cured leather and wood. Ravenous
mold escaped from a quarantine chamber where it was being studied to determine its
potential efficacy as a biological weapon.
Reflective Snow
Glittering fields of fresh snow can pose a danger to unprepared travelers during
the daylight hours, as the sun reflecting from the fields of white can be dazzling or even
blinding. Travelers through such areas risk having their eyes become sunburned—a
condition known as snow blindness. A creature in an area of reflective snow is
automatically dazzled, and for each hour it spends in such an area, it must succeed at a
DC 15 Fortitude save or succumb to snow blindness, becoming blind for 24 hours.
Wearing protective eye gear that reduces the amount of sunlight hitting the eyes
negates the dazzled condition and the chance of developing snow blindness. A
character can reduce the duration of snow blindness to 1d6 hours with a successful DC
20 Heal check as long as she keeps her eyes covered or wears protective eye gear.
Spells such as remove blindness/deafness heal snow blindness immediately. Creatures
that are particularly susceptible to bright light take a –4 penalty on saves to resist snow
blindness. To a lesser extent, staring out over vast stretches of sunlit water or desert
can have the same effects as staring at reflective snow, but the save to avoid blindness
in this case is only DC 10.
Rot Grub
Rot grubs are nauseating parasites that feed on flesh and nest in corpses.
Generally, a handful of the grubs infest a single corpse at a time, and a DC 15
Perception check is enough to notice and avoid the grubs. Otherwise, 1d6 grubs swiftly
burst from the carcass to burrow into the creature, which can attempt a DC 15 Reflex
save to avoid the grubs (but only if the creature is aware of the grubs’ presence). Any
amount of damage reduction is enough to provide immunity to infestation. Once rot
grubs have infested a living body, they burrow toward the host’s heart, brain, and other
key internal organs, eventually causing death. On the first round of infestation, applying
flame to the point of entry can kill the grubs and save the host, but this inflicts 1d6 points
of fire damage to the victim. Cutting the grubs out also works, but the longer the grubs
remain in a host, the more damage this method does. Cutting them out requires a
slashing weapon and a DC 20 Heal check, and inflicts 1d6 points of damage per round
that the host has been infested. If the Heal check is successful, one grub is removed.
Remove disease kills any rot grubs in or on a host.
Infestations: Parasites such as ear seekers or rot grubs cause infestations, a
type of affliction similar to diseases. Infestations can only be cured through specific
means; no matter how many saving throws are made, the infestation continues to afflict
the target. While a remove disease spell (or similar effect) instantly halts an infestation,
immunity to disease offers no protection, as the infestation itself is caused by parasites.
Russet Mold
This hazardous fungus can be found in dark, wet areas, and often grows in great
abundance at the heart of a vegepygmy lair. When a creature approaches within 5 feet
of a patch of russet mold, the fungus releases a cloud of spores in a 5-foot radius burst.
Everyone in the area must make a DC 15 Fortitude save or the spores quickly take root
in their victims, inflicting 2 points of Constitution damage per round. A new Fortitude
save can be attempted each round to halt the growth. Although immunity to disease
won’t protect against russet mold spores, the growth can be halted by remove disease
and similar effects. Exposure to sunlight also halts the spores’ growth. Plants are
immune to russet mold spores.
After 24 hours, a fully grown vegepygmy bursts from the body of any creature
slain by russet mold, provided the creature was Small or larger. For each size category
larger than Small, the body produces one additional vegepygmy. A patch of russet
mold is unharmed by all effects save for acid, alcohol, or remove disease (or a similar
magical effect, such as heal), all of which can kill a single patch of russet mold on
contact. Sunlight doesn’t kill the mold, but does render it dormant and harmless as long
as the sunlight persists.
Russet Mold Variants; several varieties of russet mold exist, each with unique
properties and passing on racial variations to the vegepygmies they spawn.
Argent Mold (CR 8): A far more insidious type of infection, argent mold is a
reflective, gray-hued fungus. Creatures that come within 15 feet of argent mold must
succeed at a DC 18 Fortitude saving throw or be infected by the mold’s spores. Twenty-
four hours after initial infection, the mold takes root and begins dealing 2 points of
Constitution damage per round; success at a new Fortitude save halts the effect. All
vegepygmies spawned from a character slain by this infection possess the advanced
creature simple template.
Aurus Mold (CR 5): Aurus mold is a golden-tinged fungal matter that can
sometimes be found on the surface. This variant mold is unaffected by sunlight, but its
spores deal only 1 point of Constitution damage per round. There is a 50% chance that
any vegepygmies created by this mold gain the degenerate creature simple template
(Pathfinder RPG Bestiary 5 288).
Iron Mold (CR 6): This rare variant of russet mold is susceptible to cold damage
instead of acid. Vegepygmies created by this variant mold gain immunity to acid and
cold, but also gain light sensitivity.
Shrieker
This human-sized purple mushroom emits a piercing sound that lasts for 1d3
rounds whenever there is movement or a light source within 10 feet. This shriek makes
it impossible to hear any other sound within 50 feet. The sound attracts nearby
creatures that are disposed to investigate it. Some creatures that live near shriekers
learn that this noise means there is food or an intruder nearby.
Spider Vines
The spider vine is a distant cousin of the assassin vine (which is also common in
the jungle). Whereas the assassin vine slowly pursues its prey should it attempt to
escape, the spider vine is permanently rooted in place. It looks like a thick, hanging or
ground-hugging vine that has regular spines, hooks, and protrusions. It is activated by
motion against its leaves, at which point it jabs out spines that deliver a dose of
paralyzing, necrotic poison. It slowly wraps itself around the paralyzed victim, injecting
new doses of poison every round, and inserts rootlets directly into the flesh to absorb
the nutrients its poison has dissolved. Dealing 10 points of damage to the vine is
enough to free one creature trapped among its coils. A typical spider vine is a CR 3
hazard, with older plants having more hit points and more potent poison (making the CR
easy to scale up). A spider vine may be spotted in the surrounding vines with a DC 15
Perception check, but unless a creature is already familiar with a plant or makes a DC
18 Survival or Knowledge (nature) check, the check only reveals a thorny, spiky vine.
Tainted Water
Tainted water poses an attractive danger to a thirsty traveler. A character can
make a DC 10 Survival check to tell fresh water from tainted water. Most trackers know
that still water holds the greatest potential for contamination, while fast-moving streams
and headwaters are more likely to be fresh. A purify food and drink spell, of course,
removes all doubt, and create water renders the question moot. Canny adventurers
pack clean bowls or canteens with which to carry magically purified or created water
and boil any water they’re forced to harvest from lakes or rivers (effectively eliminating
the threat of disease). Tainted water can have any number of causes, from dangerous
local plants leaching poison into the water, to a battleground or dung heap upstream, or
even a simple animal corpse decaying and putrefying at the water’s edge. If a character
drinks tainted water, she must make a DC 12 Fortitude save or contract filth fever. The
amount of water ingested does not modify the save or the severity of the disease in any
way, as a thimbleful of tainted water can have the same effect as a bucketful.
At your discretion, you can replace the standard filth fever with one of the
diseases and parasites listed on the Afflictions page, such as dysentery. Wading
through tainted water can also communicate filth fever, as tiny drops of the water get on
the character’s hands, clothes, and face and can later be transferred to the mouth,
nose, or eyes as the character moves about. It is more difficult to contract a disease in
this way, though. When wading or swimming through tainted water, a character receives
a +2 circumstance bonus on her save to resist contracting filth fever.
Thin Ice
A frozen lake or river can prove a serious danger if characters misjudge the
thickness of the ice. With a successful DC 20 Survival check, a character can accurately
gauge the amount of weight a given sheet of ice can support. Table 4–7: Thin Ice lists
the maximum size creature or object that can be supported by ice. (A Fine creature or
object can be supported by any thickness of ice.) When a creature steps onto ice that is
one category thinner than what could normally support its weight, the ice begins to
creak and crack ominously—a warning that a creature can notice with a successful DC
10 Perception check. At the end of a round, if an area of ice is unable to support its
load, it gives way on a result of 10 or less on a d20 roll. This roll takes a cumulative –4
penalty for each size category by which the creature exceeds the maximum size the ice
can support. A creature that is prone is treated as one size category smaller than its
actual size for the purpose of determining whether the ice can support it. Ice within 5
feet of a fresh break is fragile, and it is treated as one category thinner for the purpose
of determining the maximum size creature it can support.
When ice gives way, a hole of a size equal to the creature’s space opens in the
ice. A creature falling into the near-freezing water beneath the ice is treated as if it were
in an area of extreme cold, and on the round it plunges into the water, it must also
succeed at a DC 15 Swim check or be submerged beneath the water and trapped
beneath the ice, unable to surface. A creature trapped beneath the ice can attempt to
break through with a Strength check (the break DC depends on the ice’s thickness, as
indicated on Table 4–7), or it can attempt to swim to an opening in the ice (although
unless the creature is able to see in the darkness beneath the ice, it might have trouble
finding its way to where an opening is). A submerged creature that is adjacent to the
edge of the break in the ice can attempt a DC 20 Climb check to pull itself out, although
keep in mind that ice adjacent to a break is fragile and could shatter in turn.
Thirsting Brambles
Thirsting brambles pull the moisture from living creatures, other plants, and even
the air and ground around them. Thirsting brambles cannot tolerate exposure to large
quantities of water like lakes and rivers, thus limiting their spread. The brambles draw
blood from a victim through even the tiniest scratch, but so subtly that it goes unnoticed
unless the victim succeeds at a DC 25 Perception check. After 10 minutes of pushing
through bramble-infested terrain, a creature becomes dehydrated as though having
spent a day without drinking water (Core Rulebook 444). Each additional minute acts as
an hour without water. After a number of additional minutes equal to the creature’s
Constitution modifier, the creature must succeed at a Constitution check each minute
(DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Any
creature taking nonlethal damage in this fashion is fatigued. This damage cannot be
cured until the target hydrates properly with large quantities of water. Armor that
provides 5 or more points of AC bonus or a natural armor bonus of 2 or more adds 10
minutes before a creature becomes dehydrated, as does a successful DC 15 Survival
check once each hour to reduce contact with the brambles. Combining these measures
imparts a period of safety equal to 30 minutes + the target’s Constitution score. Any
amount of damage reduction prevents scratches from the brambles, as does airtight
technological armor.
Treacherous Hillside
Navigating the slope takes at least half an hour, and each PC must make three
DC 10 Acrobatics checks to avoid sliding down the slope. If the PCs go slowly, it takes
an hour to reach the bottom, but all characters get a +2 circumstance bonus to their
Acrobatics checks. Tying off ropes to help navigate the hill gives another +2 equipment
bonus to the check (this does not stack with the bonus from a climber’s kit). If any
character fails one of these checks, allow the character to make a Reflex save and
consult the table.
Vampire Orchids
Uniquely beautiful in appearance, vampire orchids grow in large clusters in
meadows or on hilltops where they can get plenty of sunlight. Their vivid petals range in
a hue of wild and clashing colors with frequent splotches of crimson on the petals.
Vampire orchids can be exceedingly dangerous to the unwary due to their unusual
pollination methods. A creature traveling through a cluster of vampire orchids must
attempt a DC 15 Reflex save or a DC 20 Acrobatics check. Failure causes the tremors
from the creature’s footsteps to release soporific pollen from the orchids’ blossoms,
forcing the creature to attempt a DC 15 Fortitude save to avoid falling asleep for 1
minute. A helpless or sleeping creature takes 1d4 points of damage at the end of each
round it remains in contact with vampire orchids—this damage does not cause physical
pain and is not in and of itself enough to wake a sleeping creature.
Vine Viper
While not actually a plant, this animal’s reliance on its specific hunting patterns
makes it more of an environmental encounter than a wandering monster. The vine viper
is a mottled green snake with a leaf-shaped head and scaling that resembles shadowed
leaves. Its main hunting tactic is simple and effective: it coils itself around the branch of
a tree, hanging its head among the vines near the ground, and waits for prey to come
into striking distance. It attacks any Medium or smaller creature that comes within range
(in other words, that enters its square or an adjacent square). The vine viper has the
same statistics as a venomous snake with the following exception: When hanging
among jungle vines, the vine viper has a racial Stealth modifier of +12. It is not at all
uncommon for certain breeds of vine viper to grow very large and deadly (acquiring the
advanced and/or giant simple templates (Large version built below)).
Volcano
Magma churns beneath the earth’s surface throughout the world, and in places
where there are weaknesses in the crust; it can erupt outward in violent conflagrations.
Earthquake: The force with which volcanoes erupt can shake the earth, so
earthquakes are common during volcanic eruptions. Depending on the nature of the
terrain, these disastrous events can cause any of the effects listed in the Earthquake
section: they can hinder movement, cause buildings to collapse, open fissures in the
ground, and topple structures both large and small. They can also trigger tsunamis.
Lahar: A lahar is a churning slurry of mud and debris created when intense heat
melts the glaciers or snow atop a volcano. A lahar can travel hundreds of miles beyond
the volcano, devastating everything in its path. Motion alone keeps a lahar in liquid
form. When a lahar strikes a creature, it deals the damage listed in Table 4–8: Types of
Lahars below (Reflex half, at the listed DC). For creatures caught in a flowing lahar, use
the rules for being swept away in flowing water with a DC 25 Swim check. Anyone
trapped under a lahar cannot breathe and must attempt Constitution checks to avoid
suffocation. Lahars can be hot or cool depending on the events that cause them. A hot
lahar deals 2d6 points of fire damage per round to those trapped by it. As a lahar slows,
it settles to the consistency of packed earth, entombing those trapped within or beneath.
See Cave-Ins and Collapses for rules on digging out a buried creature.
Steam Vent: Major eruptions of steam or boiling water often precede an eruption
and deal between 4d6 and 15d6 points of fire damage (Reflex half, DC = 10 + number
of damage dice). The radius of such bursts is typically equal to 5 feet per damage die.
Mild steam vents are as hot as saunas and have a sulfurous odor.
Volcanic Ash: Erupting volcanoes spew ash, which can obscure vision and cause
creatures to choke as if it were heavy smoke. Prolonged contact with hot ash deals 1d6
points of fire damage per minute. Clouds of ash can linger in the atmosphere, darkening
the sky for weeks or even months and leading to colder temperatures and prolonged
winters. This combination of cold and lack of sunlight hurts crops, and it can cripple food
supplies and lead to famines. On the ground, ash buildup creates difficult terrain—not
only is it slippery, but it might conceal other hazards. In heavy eruptions, a blanket of
ash several feet thick can eventually blanket the region downwind of the volcano. Over
the long term, however, this volcanic ash becomes fertile soil.
Volcanic Lightning: Ash clouds can generate powerful lightning strikes. These
strikes typically deal between 4d8 and 10d8 points of electricity damage and are
unusually difficult to dodge (Reflex half, DC = 15 + number of damage dice).
Volcanic Tremor
Though active volcanoes are rare, even dormant volcanoes can produce
tremors. Tremors last anywhere from 1d4 rounds to 2d6 minutes and increase Climb
DCs by 2. The tremors might start an avalanche or collapse a cave or cliff (similar to an
earthquake spell).
Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous
spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d3
points of Constitution damage. Another DC 15 Fortitude save is required once per round
for the next 5 rounds, to avoid taking 1d3 points of Constitution damage each round. A
successful Fortitude save ends this effect. Fire destroys yellow mold, and sunlight
renders it dormant.