Extreme Cold

HazardDMGp. 1102014

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Raw data
{
  "name": "Extreme Cold",
  "page": 110,
  "__prop": "hazard",
  "source": "DMG",
  "entries": [
    "Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a {@dc 10} Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates."
  ],
  "reprintedAs": [
    "Extreme Cold|XDMG"
  ],
  "trapHazType": "WTH"
}