Aberrant Earth (5e Hazard)

Aberrant Earth

This thick, slimy mud occasionally moves when humanoids are within 60 feet of it, pulsating in their general direction, and vaguely face-shaped formations can be found within it. It covers a 20 square foot patch of ground, though some can be much larger. Any creature that isn't an aberration that starts its turn in aberrant earth or moves into aberrant earth for the first time on its turn must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn. A creature that dies while standing in aberrant earth is absorbed by it, and only a resurrection spell or similar magic can restore it to life. Sometimes, a patch of aberrant earth magically becomes a gibbering mouther of its own accord, though especially large patches might become more than one mouther.


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gollark: Buy transistors instead. They are much cooler.
gollark: I think it's mostly just loans and tax being deferred/stopped, not quite free money.
gollark: I'm not really sure how well it'll work, but it will definitely cost lots.
gollark: The UK government is trying to address this by throwing money at small businesses. A lot of money.
gollark: If, say, potatoes used to cost £10, because people were willing to buy and sell potatoes at that price, but then go down to £5, there's no actual loss of money (directly).
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