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Dungeon Master's Guide

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In subterranean settlements, even races that have<br />

darkvision use fire for warmth, cooking, and defense.<br />

But many creatures have no need of warmth or light.<br />

Adventurers must bring their own sources of light into<br />

usty tombs where only undead stand guard, abandoned<br />

;uins teeming with predatory monsters and oozes, and<br />

natural caverns where sightless creatures hunt.<br />

The light of a torch or lantern helps a character<br />

: e over a short distance, but other creatures can<br />

: e that light source from far away. Bright light in an<br />

environment of total darkness can be visible for miles,<br />

j]ough a clear line of sight over such a distance is rare<br />

underground. Even so, adventurers using light sources<br />

JJ a dungeon often attract monsters, just as dungeon<br />

•eatures that shed light (from phosphorescent fungi<br />

-o the glow of magical portals) can draw adventurers'<br />

anention.<br />

_UR QUALITY<br />

ubterranean tunnels and aboveground ruins are often<br />

enclosed spaces with little airflow. Though it's rare for<br />

a dungeon to be sealed so tightly that adventurers have<br />

ouble breathing, the atmosphere is often stifling and<br />

oppressive. What's more, odors linger in a dungeon and<br />

can be magnified by the stillness of the atmosphere.<br />

OUNDS<br />

A dungeon's enclosed geography helps channel sound.<br />

The groaning creak of an opening door can echo down<br />

hundreds of feet of passageway. Louder·noises such<br />

a the clanging hammers of a forge or the din of battle<br />

can reverberate through an entire dungeon. Many<br />

creatures that live underground use such sounds as a<br />

"';'\ay of locating prey, or go on alert at any sound of an<br />

adventuring party's intrusion.<br />

DUNGEON HAZARDS<br />

The hazards described here are but a few examples of<br />

the environmental dangers found underground and in<br />

other dark places. <strong>Dungeon</strong> hazards are functionally<br />

imilar to traps, which are described at the end of<br />

this chapter.<br />

Detecting a Hazard. No ability check is required<br />

to spot a hazard unless it is hidden. A hazard that<br />

resembles something benign, such as a patch of slime<br />

or mold, can be correctly identified with a successful<br />

Intelligence (Nature) check. Use the guidelines in<br />

chapter 8 to set an appropriate DC for any check made<br />

to s pot or recognize a hazard.<br />

Hazard Severity. To determine a hazard's deadliness<br />

relative to the characters, think of the hazard as a trap<br />

and compare the damage it deals with the party's level<br />

using the Damage Severity by Level table later in the<br />

chapter (the table also appears in chapter 8).<br />

BROWN MOLD<br />

Brown mold feeds on warmth, drawing heat from<br />

anything around it. A patch of brown mold typically<br />

covers a 10-foot square, and the temperature within 30<br />

feet of it is always frigid.<br />

When a creature moves to within 5 feet of the mold<br />

for the first time on a turn or starts its turn there, it<br />

must make a DC 12 Constitution saving throw, taking<br />

22 (4d10) cold damage on a failed save, or half as much<br />

damage on a successful one.<br />

Brown mold is immune to fire, and any source of fire<br />

brought within 5 feet of a patch causes it to instantly<br />

expand outward in the direction of the fire, covering a<br />

10-foot-square area (with the source of the fire at the<br />

center of that area). A patch of brown mold exposed to<br />

an effect that deals cold damage is instantly destroyed.<br />

GREEN SLIME<br />

This acidic slime devours flesh , organic material, and<br />

metal on contact. Bright green, wet, and sticky, it clings<br />

to walls, floors, and ceilings in patches.<br />

A patch of green slime covers a 5-foot square, has<br />

blindsight out to a range of 30 feet, and drops from<br />

walls and ceilings when it detects movement below it.<br />

Beyond that, it has no ability to move. A creature aware<br />

of the slime's presence can avoid being struck by it with<br />

a successful DC 10 Dexterity saving throw. Otherwise,<br />

the slime can't be avoided as it drops.<br />

A creature that comes into contact with green slime<br />

takes 5 (1d10) acid damage. The creature takes the<br />

damage again at the start of each of its turns until the<br />

slime is scraped off or destroyed. Against wood or<br />

metal, green slime deals 11 (2d10) acid damage each<br />

round, and any nonmagical wood or metal weapon or<br />

tool used to scrape off the slime is effectively destroyed.<br />

Sunlight, any effect that cures disease, and any effect<br />

that deals cold, fire, or radiant damage destroys a patch<br />

of green slime.<br />

WEBS<br />

Giant spiders weave thick, sticky webs across passages<br />

and at the bottom of pits to snare prey. These web-filled<br />

areas are difficult terrain. Moreover, a creature entering<br />

a webbed area for the first time on a turn or starting its<br />

turn there must succeed on a DC 12 Dexterity saving<br />

throw or become restrained by the webs. A restrained<br />

creature can use its action to try to escape, doing<br />

so with a successful DC 12 Strength (Athletics) or<br />

Dexterity (Acrobatics) check.<br />

Each 10-foot cube of giant webs has AC 10, 15<br />

hit points, vulnerability to fire, and immunity to<br />

bludgeoning, piercing, and psychic damage.<br />

YELLOW MOLD<br />

Yellow mold grows in dark places, and one patch covers<br />

a 5-foot square. If touched, the mold ejects a cloud of<br />

spores that fills a 10-foot cube originating from the<br />

mold. Any creature in the area must succeed on a DC<br />

15 Constitution saving throw or take 11 (2d10) poison<br />

damage and become poisoned for 1 minute. While<br />

poisoned in this way, the creature takes 5 (1d10) poison<br />

damage at the start of each of its turns. The creature<br />

can repeat the saving throw at the end of each of its<br />

turns, ending the effect on itself on a successful save.<br />

Sunlight or any amount of fire damage instantly<br />

destroys one patch of yellow mold.<br />

CHAPTER 5 I ADVENTURE ENVIRONMENTS<br />

105

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