Weather Hazards; Environmental Hazards

TableEFAp. 1112024

Environmental Hazards

1d4Encounter
1The airship experiences rough turbulence. Each creature aboard the ship must succeed on a DC 10 Constitution saving throw or have the Poisoned condition for 1d4 hours due to motion sickness.
2The airship travels at extreme altitudes for 1d4 hours. During this time, the ship is in an area of extreme cold (see "Environmental Effects" in the Dungeon Master's Guide) and reduced gravity: creatures' and objects' weights are halved, and creatures' High Jump and Long Jump distances are doubled.
3The airship passes through a lightning storm, which takes 1d4 hours. During this time, the area around the ship is Heavily Obscured, and any creature that starts its turn on the ship's deck must succeed on a DC 10 Dexterity saving throw or be struck by lightning and take 4 (1d8) Lightning damage.
4The airship enters an area of strong wind (see "Environmental Effects" in the Dungeon Master's Guide), which lasts for 1d4 hours. When the ship first enters this area, the crew member operating the ship's Helm must succeed on a DC 15 Constitution saving throw, or the ship inverts.
Raw data
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  "name": "Weather Hazards; Environmental Hazards",
  "page": 111,
  "rows": [
    [
      "1",
      "The airship experiences rough turbulence. Each creature aboard the ship must succeed on a {@dc 10} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for {@dice 1d4} hours due to motion sickness."
    ],
    [
      "2",
      "The airship travels at extreme altitudes for {@dice 1d4} hours. During this time, the ship is in an area of extreme cold (see \"{@hazard Extreme Cold|XDMG|Environmental Effects}\" in the {@book Dungeon Master's Guide|XDMG}) and reduced gravity: creatures' and objects' weights are halved, and creatures' High Jump and Long Jump distances are doubled."
    ],
    [
      "3",
      "The airship passes through a lightning storm, which takes {@dice 1d4} hours. During this time, the area around the ship is {@variantrule Heavily Obscured|XPHB}, and any creature that starts its turn on the ship's deck must succeed on a {@dc 10} Dexterity saving throw or be struck by lightning and take 4 ({@dice 1d8}) Lightning damage."
    ],
    [
      "4",
      "The airship enters an area of strong wind (see \"{@hazard Strong Wind|XDMG|Environmental Effects}\" in the {@book Dungeon Master's Guide|XDMG}), which lasts for {@dice 1d4} hours. When the ship first enters this area, the crew member operating the ship's Helm must succeed on a {@dc 15} Constitution saving throw, or the ship inverts."
    ]
  ],
  "__prop": "table",
  "source": "EFA",
  "caption": "Environmental Hazards",
  "chapter": {
    "name": "Elemental Airships",
    "index": 7,
    "ordinal": {
      "type": "chapter",
      "identifier": 7
    }
  },
  "colLabels": [
    "1d4",
    "Encounter"
  ],
  "colStyles": [
    "col-2 text-center",
    "col-10"
  ]
}
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