Wilderness Chase Complications

TableXDMGp. 532024

Wilderness Chase Complications

1d12Complication
1You pass through a Swarm of Insects (see the Monster Manual, with the DM choosing whichever kind of insects makes the most sense). The swarm uses one of its actions, targeting you.
2A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of Difficult Terrain for you.
3Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the Blinded condition until the end of your turn. While you are Blinded in this way, your Speed is halved.
4A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet.
5Your path takes you near a patch of razorvine (see "Hazards" in this chapter). Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 Slashing damage.
6A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase, with you as its quarry.
7โ€“12There is no complication.
Raw data
{
  "name": "Wilderness Chase Complications",
  "page": 53,
  "rows": [
    [
      "1",
      "You pass through a {@creature Swarm of Insects|XMM} (see the {@book Monster Manual|XMM}, with the DM choosing whichever kind of insects makes the most sense). The swarm uses one of its actions, targeting you."
    ],
    [
      "2",
      "A stream or ravine blocks your path. Make a {@dc 10} Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of {@variantrule Difficult Terrain|XPHB} for you."
    ],
    [
      "3",
      "Make a {@dc 10} Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the {@condition Blinded|XPHB} condition until the end of your turn. While you are Blinded in this way, your Speed is halved."
    ],
    [
      "4",
      "A sudden drop catches you by surprise. Make a {@dc 10} Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet."
    ],
    [
      "5",
      "Your path takes you near a patch of {@book razorvine|XDMG|2|Razorvine} (see \"{@book Hazards|XDMG|2|Hazards}\" in this chapter). Make a {@dc 15} Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} Slashing damage."
    ],
    [
      "6",
      "A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a {@dc 10} Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase, with you as its quarry."
    ],
    [
      "7โ€“12",
      "There is no complication."
    ]
  ],
  "__prop": "table",
  "source": "XDMG",
  "caption": "Wilderness Chase Complications",
  "chapter": {
    "name": "DM's Toolbox",
    "index": 2,
    "ordinal": {
      "type": "chapter",
      "identifier": 3
    }
  },
  "colLabels": [
    "1d12",
    "Complication"
  ],
  "colStyles": [
    "col-2 text-center",
    "col-10"
  ]
}