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aliases:

  • Weather Hazards; Environmental Hazards
    created: 2026-03-09T12:15:34.386-04:00
    modified: 2026-03-09T12:15:34.386-04:00
    published: 2026-03-09T12:15:34.386-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/efa
    cssclasses:
  • json5e-note
    obsidianUIMode: preview

Weather Hazards; Environmental Hazards

Source: Eberron: Forge of the Artificer p. 111

Environmental Hazards

dice: 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.
^environmental-hazards