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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.

Horrifying & Special Hazards:


Abyssal Geysers
Raw Abyssal energy sometimes seeps up through the ground, forming
misshapen, puckered mounds of earth measuring from 6 inches to several feet across.
At random intervals these mounds explode, venting geysers of energy into the air.
These mounds also explode if they’re disturbed (stepped upon, prodded, damaged with
a spell, and so forth). A successful DC 15 Acrobatics check is required to move through
a square infested with dormant Abyssal geysers without setting one off.
Once a geyser erupts, it explodes in a 30-foot-radius burst, dealing 4d6 points of
energy damage to all creatures in that area (Reflex DC 15 for half ). Determine the
damage’s energy type (acid, cold, electricity, fire, or sonic) randomly. A successful DC
20 Perception check enables a character to notice an Abyssal geyser’s dangers before
triggering it accidentally. Once a geyser is triggered, it generally won’t trigger again, but
some can quickly rebuild their potential and erupt multiple times. Some geysers are
more powerful. Each 2d6 points of damage added to a geyser’s damage increases its
burst radius by 5 feet, its Reflex save DC by 1, and its CR by 1, to a maximum of 20d6
points of energy damage (Reflex DC 23 for half ) in a 60-foot radius (a CR 10 Abyssal
geyser).
Accursed Pool
The lingering effects of ancient curses or harmful energy leaching from a
submerged cursed magical item can turn a simple pool of water into a dangerous
magical hazard. An accursed pool lures passersby into its depths with a silent image
(DC 16 Will save to disbelieve) of glittering treasure at the bottom of its 10-foot depth.
Any creature that reaches the treasure triggers the curse. A creature within the pool
must make a DC 16 Will save or be affected by the curse, which warps its perception of
the pool. The water seems to thicken into viscous goo, while the pool appears to distort
to a depth of 40 feet. Swim checks in the pool suffer a –10 penalty and are at half
normal speed as a result of these effects, and spellcasting within the pool requires a
concentration check with a DC of 15 + the level of the spell being cast. An accursed
pool radiates strong magic, and is destroyed by dispel magic or remove curse (caster
level check DC 15).
Animating Fog
Arising from polluted cemeteries and other recesses of stagnated evil, these
areas of heavy, corpse-gray fog reek of rot, and seem to have a strange and malevolent
sentience. These fog banks act as normal fog, but usually have a radius of 1d4 × 50
feet and creep along with the wind at a rate of 10 feet per round. When the fog comes
into contact with a mostly intact corpse, that corpse is immediately animated as a
zombie and attacks nearby living creatures, as if under the effect of animate dead. This
animation is temporary, ending 1d4 rounds after the zombie leaves the fog. Corpse fogs
can animate up to 30 Hit Dice of corpses in this manner at any one time, and they have
no limit on the total number of Hit Dice of zombies they can animate over time.
Some particularly foul and virulent variations of this fog (CR 7 instead of CR 6)
produce plague zombies instead of normal zombies. Creatures slain by the plague
zombies’ zombie rot who rise as zombies don’t count against the fog’s limit on the
number of Hit Dice it can animate, and they remain zombies after the mist passes.
Diseased animating fog also exposes every living creature within the fog bank to
zombie rot each round as an inhaled disease (Fortitude DC 15 negates).
Arcane Energy Leak
Apocalypse Fog
An apocalypse fog is an augmented and highly dangerous form of animating fog
often called into being by some foul deity. Its radius is 20 times wider than that of an
animating fog and has the same ability to animate the mostly intact corpses within itself,
but the apocalypse fog can move 10 feet in a direction of its own malign choice, rather
than being subject to the whims of the wind. The dread energies that birth the mists
bolster the undead within, granting the zombies the benefit of an aligned desecrate
spell: a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit
points per Hit Die. Apocalypse fog can animate up to 100 Hit Dice worth of corpses at
any one time.
Azure Fungus
This strange blue fungus tends to grow on walls or other surfaces and typically
has wispy strands that stretch out into the air from whatever surface the fungus covers
like roots dangling in the air, twitching and swaying in an unseen breeze. Azure fungus
is a rather dangerous hazard that as a byproduct of its growth builds up a charge of
electricity that it releases in bursts into its surroundings. Normally this can be detected
by a faint sizzling noise coming from the fungus. Where the fungus comes into contact
with small bodies of water, such as a small pool or puddle it becomes more dangerous
as the water conducts the current.
The azure fungus is sensitive to touch and discharges its electricity if contacted.
When in contact with a small pool of water, if anyone tries to move through the water at
a speed greater than 5 feet per round, the fungus discharges from the impact of waves
and splashes. Otherwise, the fungus discharges randomly once every 1d10 rounds.
When the fungus discharges, all creatures adjacent to a square containing the fungus or
water in contact with the fungus take 3d6 points of electricity damage; a DC 14 Fortitude
save halves the damage. Creatures that are not touching the water or the fungus are
immune. After a discharge, the fungus cannot discharge again for 1d6 rounds. Scraping
it from the wall kills it and takes 1 round per 5-footsquare patch. Azure fungus is
immune to electricity and fire, but any amount of cold damage causes one 5-foot patch
to become inert for 1 hour. The basic abilities of this fungus can be determined with a
DC 17 Knowledge (nature) check. Exceeding this check by 5 or more reveals the
fungus’s weakness.
Bat Colony
Bats often congregate in large colonies in underground areas. Though bats are
mostly harmless and bat colonies generally have little interest in adventurers or humans
in general, if they are disturbed, they can prove dangerous to inexperienced
adventurers.
Any Small or larger creature moving within 30 feet of a bat colony must succeed
at a DC 15 Stealth check each round or use wild empathy or a similar ability to keep the
bats calm, or else there is a 50% chance the bat colony becomes disturbed.
Additionally, each round the bat colony is exposed to normal or brighter light conditions
or loud sudden noises, there is a 30% chance the bat colony becomes disturbed.
If the bat colony is disturbed, the bats begin to fly about, shrieking and milling in
an oversized swarm. When disturbed, the colony takes up a 20-foot-radius area. A
creature that ends its turn in the area takes 1d6 points of damage, and is affected by the
distraction and wounding special abilities of a bat swarm. The colony remains disturbed
for 1d4+1 rounds (or until the swarm is dispersed by damage), after which the bats
either return to their previous position or flee the area, depending on whether they feel a
threat is still present.
Blood Moon
Two situations give rise to the infamous occurrences known as blood moons:
astronomical alignments that result in a calendar month having a second full moon, and
atmospheric phenomena when pollution and toxins hang heavy in the air, distorting the
rising moon and giving it a blood-red cast and a seemingly larger size.
Both types of occurrences are considered bad omens, and are revered as unholy
events by worshipers of deities of filth and decay. While the light of a blood moon
shines, the DC to resist negative channeled energy increases by 2, and creatures
exposed to its light take a –2 penalty on saving throws against diseases, curses,
corruptions, and madnesses. Certain foul occult rituals related to such magic must be
performed on blood moons.
Blood moons caused by astronomical alignments last as long as the moon is
risen, while blood moons that result from atmospheric distortions last 1d4 hours, fading
as the moon rises higher in the night sky and casts off its ruddy sheen.
Bottomless Pit
A bottomless pit is a yawning chasm that appears to be a perfectly natural fissure
in the earth, other than the fact that it appears too deep to see the bottom. In actuality,
bottomless pits are entrances to extraplanar spaces filled with nothing but endless
empty void. A creature that falls into such a pit (whether it is pushed, runs afoul of a trap
that conceals the bottomless pit, willingly dives into it, or enters the pit in some other
fashion) falls endlessly in inky darkness at a rate of 500 feet per round. Other than its
depth, the extraplanar space’s dimensions match those of the pit’s entrance, and the
falling creature can attempt to catch itself on the wall, using the Climb skill (DC = 20 +
the wall’s Climb DC, as normal for catching yourself when falling), and can attempt to
climb out of the pit from there. The wall’s climb DC typically matches the type of terrain
the opening was in, so a rocky chasm has a Climb DC of 15, for example. The creature
can attempt to catch itself once per round. Because the creature falls endlessly, it can
rest and even prepare spells while falling (although it must be careful not to drop any
possessions, since it will likely fall at a different speed than the possessions do, causing
it to lose them forever). If your campaign uses the sanity rules, for each hour a creature
falls in the bottomless pit, it must succeed at a DC 20 Will save or take 1d4 points of
sanity damage.
Bowel Worms
These horrific parasites live and breed in tainted water, and can infest any
creature that drinks from affected lakes, rivers, and pools. When these microscopic
parasites enter a humanoid creature’s intestinal tract, they take on an unholy life. Within
2d4 hours after ingesting bowel worms, the victim must attempt a DC 15 Fortitude save.
Success indicates the victim harmlessly digested the bowel worms, but failure causes
the victim to suddenly cramp up, suffering horrific intestinal pain that causes him to
become staggered. The victim also takes 1d4 points of Constitution damage each round
until he’s taken a total of 4 points of Constitution damage. A full-grown bowel worm then
burrows from his belly and crawls out onto the ground—a pallid, arm-length, maggot-
like, eyeless worm with a nasty collection of toothy mouths on one end. Once a bowel
worm escapes, it is helpless and can’t move. Dealing it any amount of damage, such as
by stomping upon it, kills it. As it dies, it emits a high-pitched shriek like that of an infant
in mortal pain.
After the victim passes the bowel worm, he takes 1 point of bleed damage, but is
no longer staggered, and takes no further Constitution damage… at least for another
2d4 hours, whereupon the victim must attempt another DC 15 Fortitude save to prevent
another bowel worm from maturing and burrowing free. These saves continue until the
victim succeeds at a saving throw (at which point the infestation is over), or until the
victim dies. The fact that these horrific parasites mature only within humanoid hosts,
and that they seem to serve no real purpose once born except to die, has long vexed
sages. In truth, these wretched worms are a true manifestation of the Abyss—life that
exists only to cause misery and pain. Bowel worms are an infestation—remove disease
or any other effect that cures diseases removes them, but immunity to disease offers no
protection, as the affliction itself is caused by these horrible parasites.
Brown Mold
Brown mold feeds on warmth, drawing heat from anything around it. It normally
comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot
radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold
damage. Fire brought within 5 feet of brown mold causes the mold to instantly double in
size. Cold damage, such as from a cone of cold, instantly destroys it.
Captivating Reflection
Some narcissistic people need little encouragement to stop and admire their
visage in the surface of the water, but occasionally this behavior comes from the bizarre
supernatural influence of the water itself. A creature that sees its reflection in the
surface of this captivating water must succeed at a DC 15 Will saving throw or become
fascinated by the reflection for 1 minute, after which it can attempt a new saving throw
to end the effect and look away. A creature that fails the second saving throw is
fascinated for another minute, kneeling by the surface of the water and staring at its
reflection, its nose nearly touching the surface. At the end of this time, the creature can
attempt a third saving throw to end the effect.
If the creature fails this third and final saving throw, it is compelled to plunge its
head under the water, at which point the fascination suddenly ends, but the creature is
paralyzed for 1 minute, unable to hold its breath because of paralysis and therefore
immediately forced to attempt Constitution checks to avoid drowning. The creature’s
allies can pull its head from the water, but meet with surprising resistance, and must
succeed at a DC 20 Strength check to do so, regardless of the paralyzed creature’s own
Strength score. If the creature avoids drowning by the end of the third minute, it can
thereafter act normally, and is immune to the effects of this particular captivating
reflection hazard for 24 hours.
Claws of Frozen Rage
Any creature that enters or touches the area releases the consciousnesses of
hundreds of executed rebels. Each manifests itself as a shadowy, clawed arm
extending from the ice to attack the PCs and sap their strength. The shadowy arms
extend from the nearest wall and can reach anywhere in the room. These shadowy
manifestations cannot be damaged or destroyed, and only one attacks each PC. PCs
directing attacks against the frozen corpses have no effect on the incorporeal touch
attacks. One attack per person per round (incorporeal touch +11, 1d8 points of Strength
damage)
Corpsefruit Tree
This gnarled, twisted tree grows only from ground containing the corpse of an
intelligent creature (a creature with an Intelligence score of 3 or higher), providing an
insidious tether that binds that creature’s spirit to the world of the living and twists it
toward malevolent spite. The tree is shrouded by a veil of illusion, which causes
intelligent creatures that see the tree to believe it bears a heavy bounty of ripe,
succulent fruits, and such creatures are compelled to eat the tree’s fruit 155 unless they
succeed at a DC 15 Will save. In fact, the tree’s fruits are brown, shriveled, and rotten,
and any creature that succeeds at the Will save can plainly see this.
Creatures that consume the fruit also consume a tiny portion of the spirit of the
creature whose corpse nourished the tree, forging a spiritual connection between the
deceased and the unfortunate victim. The next time the creature rests, it is affected as
though by the nightmare spell (DC 17). The tree is treated as having a body part of the
creature’s, and the tree uses the appropriate modifier based on the knowledge the spirit
that nourished the tree has of the creature—typically none. The victim continues to be
affected by nightmare for 3 days, or until it succeeds at a saving throw to resist the
spell. Further, if the spirit of the creature whose corpse nourished the tree has become
an incorporeal undead of any kind, the creature that consumed the fruit takes a –2
penalty on saving throws to resist the spells and spell-like abilities of that undead
creature.
Dweomersink
Zones of magical entropy that disrupt spells, dweomersinks are occasionally
formed at the sites of great magical duels, by the destruction of powerful artifacts, or by
vortices of eldritch energy at the fringes of antimagic zones. They vary in size from
small bubbles only a few feet across to large areas the size of a town. A successful DC
20 Spellcraft check detects a tingling in the air that heralds the presence of a nearby
dweomersink. An active spell brought into a dweomersink may be dispelled, and any
spell cast inside a dweomersink is subject to an immediate counterspell (both as dispel
magic, caster level 8th). The resulting release of magical energy inflicts 1d6 points of
damage per spell level in a 5-foot burst centered on the bearer of the spell entering the
area or the caster of a new spell (Reflex save DC 15 for half damage). If multiple
overlapping bursts hit the same target, only the most damaging applies. Once a spell
effect has survived a dispel attempt, it is not affected again unless it leaves and reenters
the dweomersink. More powerful dweomersinks are even more disruptive. Each +1
increase in CR increases the caster level of the dispel check by 2 and the save DC for
the damaging burst by 1.
Elemental Influx
Powerful magic, supernatural disasters, the influence of potent monsters, or the
whim of a demigod can cause the boundaries between the Material Plane and an
Elemental Planes to wear thin, resulting in an elemental influx that transforms normal
wildlands into a dangerous region. Often, creatures such as dragons or other monsters
with energy resistances or immunities seek out regions of elemental influx as their
domains, and such a creature’s presence can enhance or expand an existing influx.
The following list describes only some of the types of effects an elemental influx might
have on the landscape. GMs are encouraged to expand on this list as they see fit.
Acidic Miasma (CR 3): An acidic miasma wafts up from the waters of a swamp
infused with toxins leaching in from the Plane of Earth. Exposure to low concentrations
of the foul vapors in the swamp causes a mildly uncomfortable burning sensation on
exposed skin. Higher concentrations of the miasma are more deadly, usually appearing
in pockets 1d6+1 x 10 feet in radius. Upon entering the area of a highly concentrated
acidic miasma, a creature must immediately succeed at a DC 15 Fortitude save or
become sickened for 1d4 minutes. Creatures that fail the save by 5 or more become
nauseated instead. These effects last even if the creature leaves the area of the
miasma. Additionally, each round a creature starts its turn in a highly concentrated area
of miasma, it takes 1d6 points of acid damage. Highly concentrated miasmas can be
identified from 10 feet away by their distinctive stench with a successful a DC 20
Knowledge (nature) or Survival check.
Acidic Plants (CR 3): Acidic plants—usually bushes, mosses, vines, and other
undergrowth—are found in clusters with a radius of 1d6+1 x 10 feet. They become
active when they are disturbed by creatures moving through their squares. Acidic plants
gain a reflexive ability to grab at intruders, and they attempt to grapple creatures moving
through their square. The plants have a CMB of +10, and their grapple attempts do not
provoke attacks of opportunity. Creatures grappled by acidic plants take 1d6 points of
acid damage each round and can’t move without first breaking the grapple (the acidic
plants’ CMD is 20). The acidic plants receive a +5 bonus on grapple combat maneuver
checks against opponents they are already grappling, but they can’t move or pin foes.
Each round that acidic plants succeed at their grapple combat maneuver check, they
deal an additional 1d6 points of acid damage. A cluster of acidic plants has AC 10 and
10 hit points. Acidic plants have acid immunity and vulnerability to cold. Burning a
square of acid plants causes them to release an acidic gas that spreads in a 10-foot
radius; any creature in this gas takes 1d4 points of acid damage. The cloud dissipates
in 2d4 rounds unless dispersed earlier by a strong wind or a gust of wind spell. Acidic
plants secrete a nearly transparent layer of acid that can be identified with a successful
DC 20 Knowledge (nature) or Survival check.
Electrified Duststorm (CR 5): An electrified duststorm begins suddenly, scouring
the area in a fierce but short-lived storm lasting 1d6+1 rounds. In addition to the effects
of a duststorm, arcs of electricity crackle throughout it. Each round a creature is caught
in the storm, it must succeed at a DC 15 Reflex save or take 2d6 points of electricity
damage. The onslaught of an electrified duststorm is presaged by a sudden crackle of
harmless sparks across the ground 1 minute before it starts and can be identified with a
successful DC 20 Knowledge (nature) or Survival check.
Fire Storm (CR 5): Occurring in mountainous areas, fire storms rage with strong
winds, raining ash and flame across the landscape. A fire storm usually forms
somewhere near a mountain peak and travels downward, but it persists for only 1d6+1
rounds. A creature caught in a fire storm takes 2d6 points of fire damage per round and
must succeed at a DC 15 Reflex save or any flammable items that it has catch on fire.
Additionally, the ash mixed in with the fire makes the ground difficult terrain and reduces
visibility by half, imposing a –6 penalty on Perception checks. Fire storms move quickly,
at a rate of 60 feet per round, and have a radius of 1d4x100 feet. A fire storm can be
identified as it begins forming over the course of 1d4+1 rounds with a successful DC 20
Knowledge (nature) or Survival check to detect the telltale increase in heat and gently
falling ash.
Freezing Eruption (CR 5): Freezing gouts of super-chilled air erupt from small
vents in the ground, blasting a 5-foot square with subzero temperatures. A creature
occupying the square must succeed at a DC 15 Reflex save to avoid the freezing
eruption. On a failed save, the creature takes 2d6 points of cold damage and becomes
entangled, as it is encrusted with ice. A creature can break free from the encrusting ice
with a successful DC 20 Escape Artist or Strength check, but it takes 1d4 points of cold
damage at the start of each turn it remains encrusted. The encrusting ice melts away in
1d6 rounds in regions where the ambient temperature is above freezing. Freezing
eruptions occur from the same vent every 1d4 minutes. A square containing a freezing
eruption can be identified by the shards of ice around it with a successful DC 20
Knowledge (nature) or Survival check.
Exploding Window
Whether from supernatural influence or simply from more mundane physical
forces, windows can sometimes explode in a rain of glass shards. When this occurs, for
each 5-foot square containing an exploding window, the shattered glass blasts out in a
15-foot cone that deals 1d6 points of slashing damage to each creature in the area
(Reflex DC 12 negates). A creature caught in more than one of these cones (either from
multiple simultaneous exploding windows or one large exploding window) takes a
cumulative –1 penalty on its saving throw for each cone beyond the first, but attempts
only a single saving throw and takes only 1d6 points of damage if it fails, regardless of
the number of cones whose areas overlap on the creature’s space. Additionally, the
glass shards remain on the ground, functioning as caltrops until they are cleared away.
Field of Bone
This supernatural hazard usually plagues those who trespass on old battlefields
still littered with the bones of soldiers who have never been laid to proper rest. These
30-foot-radius patches of strewn bones are considered difficult terrain, and they spring
to a foul mockery of life 1 round after a living creature enters the area, causing 1d6
skeletons to animate and attack, as if subject to an animate dead spell. A field of bone
can animate up to 24 skeletons in this manner from any single instance of trespassing
(regardless of how many living creatures trespass into the area at once), at a rate of
1d6 skeletons per round. The skeletons continue to animate until all are destroyed, all
living creatures leave the area, or the field of bone reaches its animation limit,
whichever of these conditions comes first.
Gnarled Tree
Some trees become poisoned and malignant, tainted by the corrupt land around
them, and spring to a macabre semblance of animation to attack those who trespass on
their dark realms. Gnarled trees animate in the presence of living creatures, and attack
indiscriminately for as long as creatures are within range. The victims’ spilled blood
seeping into the ground further feeds the trees’ corruption. Gnarled trees appear as
twisted, or even dead, trees of great age and a variety of species, and they blend in with
the surrounding forests. Spotting one as an anomalous growth requires a successful DC
17 Perception check (the DC may be higher, depending on the prevalence and
condition of local trees). Though a gnarled tree is stationary and can’t move from its
rooted spot, it attacks as if it were a treant. The gnarled tree doesn’t gain the treant’s
animation and rock-throwing abilities, but does have the treant’s vulnerability to fire.
When all living creatures move more than 30 feet away from the gnarled tree, it
immediately returns to its normal, nonanimated state, until a potential target appears
within range once more and provokes the corrupted tree’s ire again.
Grasping Graves
Treading on the burial sites of the unquiet dead can be treacherous, as the
buried dead seek to drag the living down into their restless graves. These patches of
shallow graves are often found near sites of mass burials, such as those that follow
plagues or famines, and are typically 60 feet across. Once a creature enters the area,
rotting, grasping hands rip from the earth, turning the entire patch into difficult terrain
and targeting each creature inside with a grapple combat maneuver check each round
at the end of that creature’s turn. The hands don’t provoke attacks of opportunity, and
have a CMB of +12 (with a base attack bonus of +8 and a +4 bonus due to their
Strength). This check is attempted each round for every creature in the hazardous area.
If the hands successfully grapple a creature, that creature takes 1d6+4 points of
bludgeoning damage, gains the grappled condition, and is unable to move without
breaking the grapple first. The grasping claws receive a +5 bonus on grapple checks
against creatures they are already grappling, but can’t move or pin foes. Each round the
grasping claws succeed at a grapple check, they deal 1d6+4 additional points of
damage. The skeletal hands have a CMD of 22, hardness 5, and 5 hit points each. The
hands take full damage from channeled positive energy (no save). However, destroying
a particular set of hands doesn’t harm the overall hazard, which generates new skeletal
hands to grasp all creatures freed in this way on the following round. The only way to
evade the hazard is to move out of the affected area, after which the unquiet spirits that
animate the grasping graves become dormant once again.
Grasping Undergrowth
In many forests, undergrowth is thick and tangled enough that it seems to be
attempting to hinder travelers, but in some places, whether due to a malevolent spirit or
the ire of nature itself, it actually is. Whenever a creature moves through an area of
grasping undergrowth, the grasping undergrowth attempts a trip combat maneuver
check (with a CMB of +5) against that creature. Tripped creatures fall prone in the first
square of grasping undergrowth that they entered that round, and lose the rest of their
movement. Creatures that move through the grasping undergrowth at half their speed
(after factoring in any reduced movement speed for being in a forest) gain a +4 bonus to
their CMD against trip combat maneuver checks from the grasping undergrowth, and
creatures that move through the grasping undergrowth at a quarter of their speed gain a
+8 bonus.
If a creature begins its turn prone in a square of grasping undergrowth, the
grasping undergrowth attempts a grapple combat maneuver check against it, dealing
1d6 points of damage on a successful check and preventing the creature from moving
from the spot until it breaks free of the grapple. The undergrowth can’t move or pin the
grappled creature on subsequent rounds, and has a CMD of 17. For their own cryptic
reasons, some patches of grasping undergrowth grant safe passage to characters of
certain alignments or races.
Hellfire
The iconic flames of Hell take many forms, but typically burn with either crimson
or sickly green flames, sulfuric and flaring on any terrain or substance and needing no
fuel. Hellfire’s damage is half fire damage and half damage from unholy energy; evil-
aligned creatures and creatures with the evil subtype take no damage from the unholy
energy, but good-aligned beings and those with the good subtype take double the
normal damage from it. Creatures under the effects of spells such as protection from
evil are unaffected by this unholy energy, though they are still subject to the fire
damage.
At times, sheets of hellfire rain down upon the surface of Hell. Raining hellfire
functions as precipitation, but also inflicts 1d6 points of hellfire damage per round.
Hellfire rain doesn’t harm objects native to Hell, but flammable objects that are left
unattended can quickly be consumed by hellfire rain. An instance of hellfire rain typically
lasts for 3d6 rounds, but in some cases can last much longer. A typical gout of hellfire
typically deals 6d6 points of hellfire damage. Aside from such gouts, whole lakes,
burning clouds, pyroclastic flows, burning rock, and endlessly smoldering structures
flickering with hellfire are known to burn amid the depths of the Pit.
Hellmouth
Report Ad Enormous amphisbaenic, semi-living entities that function as portals
between different points in Hell—or even connecting to other planes—hellmouths are
typically activated by a magical item (such as a melancholic talisman) or at the
command of a powerful devil, though certain occult rituals can open a hellmouth as well.
A hellmouth cannot move or be moved save via a divinity whose realm is associated
with one of the hellmouth’s destinations. A hellmouth opening onto a plane other than
Hell can be forced out of the plane with a successful banishment spell. Though they
rarely speak, hellmouths are skilled liars, manipulators, and outright bullies.
If it finds itself in peril, a hellmouth also has the ability to summon a guardian
(typically a devil or group of devils, the CR of which can vary according to the
importance of the hellmouth’s destination, but should never be less than a challenging
encounter of a CR equal to the Average Party Level +1), but it can only do so once per
day. The hellmouth’s portal functions as a gate spell used to travel between planes.
Each hellmouth is treated as an intelligent minor artifact, yet unlike typical artifacts, a
hellmouth can be destroyed via damage. A typical hellmouth has hardness 20 and 180
hit points. If banished or destroyed, a hellmouth reforms in its original location after the
passage of 9 weeks and 9 days. Permanently cleansing a site outside of Hell from a
hellmouth’s presence should require a complex and dangerous quest. A hellmouth
radiates overwhelming conjuration [law and evil] magic, and it can sense its
surroundings to a radius of 60 feet via sight with the see in darkness ability. Hellmouths
speak Infernal and have an Intelligence of 18, a Wisdom of 16, a Charisma of 18, and
an Ego of 18. They function at CL 20th.
Insidious Domicile
The dwellings of some powerful evil creatures impose pervasive effects on those
who disturb the restless hate that dwells within. These areas are typically single
structures—a castle, a tower, or a home—infested with spite and malice. Creatures that
enter the structure must succeed at a DC 16 Will save or be infected with overwhelming
hate toward another creature, as if under the effects of malicious spite. For each day
spent within the domicile, the target takes 2 points of Wisdom damage if it doesn’t act to
subtly and indirectly slander, abuse, blame, extort, or cause mortal violence against the
target of its spite. The malicious spite effect ends if the creature leaves the location, but
resumes if the creature returns. Affected creatures get a saving throw every 24 hours to
negate the effect. If the effect ends, the target remembers the spiteful behavior, but not
the motivation for it. If your campaign uses the sanity rules, the target takes 1d6 points
of sanity damage instead of taking Wisdom damage.
Leechweed
These plants cluster thickly in muddy marshes, typically growing in a 5-foot-
square patch. A single plant is slightly smaller than a human hand, and consists of a
mass of dark green leaves from which a single feeding stalk extends. The tip of this
stalk contains a small, lancet-like protrusion that can pierce flesh with ease.
Spotting a patch of leechweed before blundering into it requires a DC 17
Knowledge (nature) or DC 22 Perception check. A living creature that comes into
contact with a patch of leechweed swiftly learns the source of the plant’s name, as
dozens of feeding stalks suddenly stab and slash at any bits of exposed flesh. As soon
as a creature is in contact with leechweed, the plant attempts an attack against it with a
+9 bonus. The attacks continue at the end of each of the creature’s turns if it doesn’t
move away from the plant. On a hit, the plant deals 1d4 points of damage and 1d6
points of bleed damage. Fire kills leechweed, as does holy damage or any magical
effect that specifically harms plants (such as blight).
Midnight Morel
These mushrooms typically grow in 5-foot-diameter patches, each burgeoning
with dozens of pale stalks capped by conical, honeycombed caps in blue or black that
can reach heights of 8 inches. These carnivorous fungi feed on small insects and other
creatures by shooting tiny filaments that snatch food and pull it into their hollow caps,
which also serve as digestion chambers.
Though this attack poses little threat to creatures larger than wasps or flies, a
midnight morel’s method of reproduction is another matter. Whenever a living creature
of Small or larger size comes within 5 feet of a midnight morel, the fungus exudes a
cloud of invisible spores, forcing the creature to attempt a DC 18 Fortitude save to resist
becoming infested. A successful DC 20 Knowledge (dungeoneering) check or DC 25
Perception check allows a character to notice the dangers presented by a midnight
morel before coming within its spore range. Direct sunlight renders a midnight morel
dormant, but doesn’t otherwise harm it (although both sunbeam and sunburst
automatically destroy any midnight morels in their areas). Damage from holy sources
(such as holy water or a holy weapon) destroys midnight morels, as does fire.
Once a creature is infested with a midnight morel’s spores, the spores remain
dormant for 1d6 hours. Sudden pangs of pain then spread through the target, causing it
to become sickened and immediately take 1d6 points of Constitution damage. Every
minute thereafter for 1d4 minutes, the victim must attempt a new DC 18 Fortitude save
or take another 1d6 points of Constitution damage as its skin grows increasingly black,
moist, and honeycombed, not unlike the cap of a midnight morel.
Now and then, filaments flick out from the honeycombs growing on the creature,
trying to snatch tiny insects and other snacks. A creature slain by this Constitution
damage collapses and immediately transforms into a new patch of midnight morels,
creating one 5-foot-diameter patch for each square of the creature’s previous space. If
the victim doesn’t die, it remains sickened from the pain and its flesh remains discolored
and honeycombed for as long as it continues to suffer the Constitution damage. This
spore infestation is a poison effect, and thus can’t infest creatures that are immune to
poison, like demons.
Misleading Echoes
Some places create supernatural echoes that seem to come from random
directions, or even all directions at once. An area suffused with misleading echoes
imposes a –4 penalty on hearing-based Perception checks, and a listener must succeed
at a DC 15 Wisdom check whenever she detects a noise, or else she believes the noise
came from a random direction instead of its actual direction. Further, the misleading
echoes can replicate the effects of ghost sound (DC 11) once per minute. Any creature
that fails a Wisdom check or Will save to resist the effects of the misleading echoes
takes a –2 penalty on saving throws to resist fear effects for as long as it remains in the
area of the misleading echoes, and for 1 minute thereafter.
Misleading Path
When the surrounding trees begin to move and change the paths when creatures
aren’t looking, and the towering branches above even block out the sun, it can be
difficult indeed to stay on track. In other environments, shifting dunes or underground
tunnels can have the same effect. The DC for Survival checks to avoid becoming lost
within an area of misleading paths increases by 2d6. Characters that become lost either
travel in random directions, as normal, or are led by a strange intelligence toward a
specific location, at the GM’s discretion. Because travelers appear to be on a path as
they travel, the DC of the Survival check to identify that they are lost increases to 25.
Mnemonic Crystals
Mnemonic crystals are large (2–4 feet tall) clusters of violet quartz crystals that
radiate a strong abjuration aura. They can be identified with a DC 25 Knowledge
(arcana) check. Attuned to the unique energies of spellcraft, mnemonic crystals harvest
magical energy for growth and defense. The crystals drain prepared spells from
spellcasters within 30 feet, who must make DC 22 Will saves each round while in the
crystals’ area. Failure results in the loss of one prepared spell, chosen randomly.
Spontaneous spellcasters such as sorcerers are unaffected. Damaging or breaking the
crystals causes them to release their absorbed spells in a burst of mental energy that
does 1d6 points of Wisdom damage to all creatures in a 10-foot radius. Mnemonic
crystals are exceedingly fragile (hardness 0, 1 hit point). In areas thick with the crystals,
creatures passing through must make DC 10 Acrobatics checks to avoid stepping on or
brushing against the crystals and breaking them.
Murderer’s Beard
Closely resembling an edible form of rock moss through most of its life cycle, this
corrupted fungus grows amply in the most barren regions. Named for the demon lord of
murder, the spores can cause psychosis in the minds of intelligent creatures. A
successful DC 20 Knowledge (nature) or a DC 25 Perception check is required for a
character to notice the danger this presents before coming within its spore range. When
any intelligent living creature comes within 5 feet of a patch, it must attempt a DC 20
Will save to resist becoming infested with the invisible, scentless spores. Once a
creature is infested, it develops a psychosis remarkably quickly as the spores rework
the victim’s personality, transforming it into a murderous killer with a keen ability to hide
its sadistic secret.
Negative Energy Field
Channeled negative energy (10d6 points of damage, DC 25 Will save for half)
every round to all creatures within 30 ft. of the triggering object as long as the triggering
object is intact; 20d6 points of negative energy damage and 10d6 points of cold damage
to any creature touching or passing through the area (no save; undead are healed by
the negative energy and unaffected by the cold.)
Pervasive Gloom
Some locations ooze dread and foreboding, whether from old evils left to
stagnate or the presence of some lingering psychic residue from years of torture or
oppression. The locations can be single rooms, entire structures, old cemeteries, or
even decaying forest groves. Trespassing creatures find the gloom nibbles away at their
mental defenses, and take a –2 penalty on saves against fear effects, effects with the
emotion descriptor, the effects of haunts, the progression of corruptions, madnesses,
and sanity damage.
Plague of Flies
Often harbingers of famine and decay, these swarms of flies spread disease and
pestilence wherever their buzzing wings carry them. These insects typically form a
cloud 20 feet across, made of tens of thousands of flies. This cloud moves at up to 10
feet per round, and obscures all sight (including darkvision) beyond 5 feet. Creatures 5
feet away have concealment (20% miss chance), and creatures farther away have total
concealment (50% miss chance, and the attacker can’t use sight to locate the target).
Moderate or stronger winds can temporarily disperse the cloud, as per obscuring mist,
but the flies reform 1d4+1 rounds later to continue their pursuit of carrion. Spells such
as fireball, flame strike, and wall of fire, as well as similar area spells, destroy the cloud
of flies if they deal at least 10 points of damage. Creatures that spend at least 1 round in
the cloud must succeed at a DC 13 Fortitude save or contract the shakes. Some
plagues of flies carry other virulent diseases instead, which might affect the CR of the
hazard if the DC is significantly higher or lower.
Prismatic Mold
Known as prismatic mold, this multicolored fungus faintly glows with swirling
patterns, casting dim light. Volatile and easily disturbed, prismatic mold emits a colorful
burst of spores when a creature moves within 5 feet of it. Each of these spore clouds is
a different color and fills a 10-foot area centered on a corner of the mold’s square. The
spore clouds each manifest a different effect related to the color of the spore cloud.
Once triggered, prismatic mold continues to emit these spore clouds for as long
as a creature is within 5 feet and for 1d4 rounds after the creature leaves the area. To
determine which color spore cloud the prismatic mold ejects, roll 1d8 and consult the
Prismatic Mold table. Targeting a prismatic mold with dispel magic instantly withers it
into mundane and permanently inert (albeit still colorful) mold.
Rain of Gore
This unusual and unsettling phenomenon results in the corpses of small animals
(ranging from Diminutive to Small) falling from the sky in a localized area. A rain of gore
generally covers a 500-footradius area, and lasts for 2d4 × 10 minutes. During this time,
each round that a character remains in the open, it takes 2d6 points of bludgeoning
damage unless it succeeds 157 at a DC 13 Reflex save. In the wake of a rain of gore,
scores of animal corpses are left strewn about in the area. Sometimes, a rain of gore
will deposit animal corpses that are infected with filth fever or another disease, in which
case each time characters take damage from the rain of gore, they risk infection. This
version of the hazard has a CR of 4 or higher.
Sanguinary Cloud
Often found floating over campsites of unfortunate travelers drained of all bodily
fluids, these blood-red fog banks can be mistaken for colossal vampiric mists. A
sanguinary cloud typically settles over a 60-footradius area, obscuring all sight beyond 5
feet, including darkvision, granting concealment (20% miss chance) to all creatures 5
feet away or farther. Creatures caught within a bank of this deadly fog must succeed at
a DC 18 Fortitude save each round or take 1d3 points of Constitution damage as their
bodily fluids are forcibly extracted from their pores and mucous membranes and drawn
into the crimson mist. A severe or greater wind disperses a sanguinary cloud, leaving
behind a thin sheen of bloody bile.
Sour Ground
These corrupted holy sites usually feature long-toppled standing stones and
spiraling rock paths carefully arranged by a forgotten culture to invoke powerful divine
magic. On these grounds, divine casters restored life to those who died before their time
and buried those whose time indeed was up. However, time, overuse, and trespassers
caused the ground’s life-giving properties to sour, corrupting the corpses of those
whose loved ones are foolhardy enough to lay them to rest within the necropolis’s
boundaries. Any mostly intact corpse of a creature buried within these ancient
cemeteries animates 24 hours later as a juju zombie and seeks its revenge on those
who condemned its corpse to this vile existence. These terrible creatures still retain a
semblance of their former personalities and are often barely distinguishable from the
living with the exception of cold flesh, slightly sunken features, distracted behavior, and
an increasingly foul smell. They lure in mourning loved ones with comforting embraces
before engaging in a murderous rampage, perhaps burying the resulting corpses in the
same sour ground to increase 158 Horror Rules 5 their numbers and extract more
revenge on the living. The CR and the XP reward of sour ground are based on the
number of juju zombies that arise.
Spellgorging Plants
Areas of wilderness devastated by magical battles sometimes regrow vegetation
bearing supernatural scars of those conflicts. When the flora in such an area develops a
taste for magical energy, the plants and trees display vivid and unusual colors for their
type and can even subtly change color. Spellgorging plants thrive on magical energy,
making the casting of spells difficult when such plants are nearby. When a creature
adjacent to a spellgorging plant attempts to cast a spell or use a spell-like ability, the
creature must make a successful concentration check (DC = 20 + the level of the spell)
or the spell is lost as the flora absorbs the energy as it is cast. Most magic items are not
affected by spellgorging plants, with the exception of spell-completion and spell-trigger
items. When such an item is used, the user must attempt a caster level check against
the same DC as above but using the item’s caster level instead of his own, in order to
successfully use the item.
An area of spellgorging plants can be identified with a successful DC 15
Knowledge (arcana), Knowledge (nature), or Survival check due to the unusual colors
and shapes of the surrounding flora. Most animals avoid eating spellgorging plants
because of their bizarre and unpleasant taste. A creature consuming a spellgorging
plant must succeed at a DC 20 Fortitude save or become sickened for 1d4 hours. A
spellgorging plant loses its ability to consume magic if it is destroyed—spellgorging
plants have SR 20 for the purposes of resisting magical spell effects, but they otherwise
have normal hit points and hardness for plants of their type.
Suicide Copse
Certain forests are known for attracting unusual numbers of suicides. The exact
cause can vary, and may be the result of mind-altering pollen, strange psychic
phenomena, or the work of mournful or malevolent spirits. Whatever the cause, suicide
copses don’t so much attract suicidal creatures as inspire suicide in those nearby. Each
hour a creature spends within the suicide copse, it must succeed at a DC 16 Will save
or be affected by the spell terrible remorse (CL 10). A creature that succeeds at this
saving throw three consecutive times is immune to this effect for 24 hours. At the GM’s
discretion, some creatures affected by the suicide copse might be compelled to hang
themselves, drown themselves, or kill themselves by other means, rather than being
affected by terrible remorse, but such compulsions still last only 1 minute. Though called
a copse, this effect can potentially cover entire forests spanning hundreds of square
miles.
Watchful Doll
These porcelain dolls resemble young children, and stare forward with blank,
glassy expressions on their stylized yet eerily lifelike faces. Whenever a creature
moves within 30 feet of a watchful doll, the doll’s head rotates to face the creature, and
emits a childlike laugh that echoes as if across a great distance, and can be clearly
heard up to 60 feet away. Creatures within 30 feet that hear the laughter must succeed
at a Will save (DC 13) or be shaken for 1 minute. Creatures with 4 or fewer Hit Dice that
fail their saves are instead frightened. Once triggered, the doll doesn’t laugh again for 1
minute, but its head continues to move so its gaze follows the creature that triggered it.
The fear from the laughter is a mind-affecting fear effect.
Well of Evil
These places are accursed morasses of depravity, nexuses of lingering hate and
festering evil that bode ill for the pure-hearted who trespass upon them. A well of evil is
typically a single room, cave, or structure, though it can expand to fill an area with a
radius of up to 2d4 × 10 feet. Good-aligned creatures can feel the powerful evil
presence tainting a well of evil, and such creatures that approach within 30 feet must
succeed at a DC 15 Will save or become sickened and refuse to enter the location for 1
hour. A successful Will save negates these unfortunate effects, but if the creature
actually enters the location, it becomes sickened with no save. Within a well of evil, the
DC to resist negative channeled energy increases by 2, and good-aligned creatures
take a –2 penalty on saving throws against curses, corruptions, madnesses, spells with
the evil descriptor, and the effects of haunts. Haunts that lurk within wells of evil also
gain a +4 bonus on their Initiative checks and to Perception check DCs to notice them.
Witch Light
Often confused with will-o’- wisps, these shimmering lights also tend to lead
unwary passersby to their dooms. Witch lights appear as flickering lights resembling
lantern or torch flames, but can be seen only with a successful DC 10 Perception check.
A result of 30 or higher on the Perception check allows the viewer to identify the witch
light as a mirage. The witch light seems to move with the viewer, retreating if the
creature moves toward it and following if it moves away. Some witch lights have a mind
of their own, or are controlled by malevolent entities, and lead viewers toward specific
places—often pits or other hazards, but sometimes treasures or long-buried secrets.
Creatures actively following a witch light take a –4 penalty on Perception checks and a
–4 penalty on Reflex saves to resist the effects of traps and hazards.

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