Brown Mold 5e Dmg Page



Mold

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Brown Mold 5e Dmg Page

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold) Random Obstacles. Obstacles block or hamper progress and can affect more than one room. Such creatures as Green Slime, Yellow Mold and Brown Mold, are described on page 105 of the 5th Edition Dungeon Master's Guide. One classic nasty little creature(s), the Rot Grub, would make a perfect Dungeon Hazard to give those greedy corpse-robbing player characters something to think twice about the next time they want to go rummaging.

Brown

Brown Mold 5e Dmg Pages

5e SRD >Gamemastering >Hazards >

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Brown mold is an ectotherm and feeds on the warmth of the environment surrounding it. When within 30 feet of brown mold, the temperature is noticeably colder, often to the point of freezing depending on the size of the brown mold patch. It is common for brown mold to cover a 10-foot square, but it isn’t unusual for patches to be much larger.

Checkpoint endpoint security vpn client for mac os. Creatures that come within 10 feet of brown mold, or start their turn within 10 feet of the mold must succeed on a DC 12 Constitution saving throw. A failed save results in 22 (4d10) cold damage, or half as much on a successful saving throw.

Exposure to fire causes the brown mold to rapidly expand and grow in the direction of the fire. Exposure to cold will instantly destroy brown mold.

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Brown Mold CR 2

XP 600

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Dmg

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.