(By request, it is now also available as a PDF)
FANTASTIC TERRAIN BY ALPHA
Aberrant Structures
|
Desiccated, long-dead structures in ruins left over from Nihilath.
|
Underdark (p.82)
|
Abyssal Wellspring
|
A suppurating wound in reality where the raw madness and evil of the Abyss bulges into another plane.
|
Manual of the Planes (p.21)
|
Acidic Mire
|
Seas composed of flesh-dissolving liquids bordered by shores riddled with moors that churn with acid bubbling up from below.
| |
Angelic Lantern
|
These small, pulsating balls of light are faint manifestations of divine will.
|
Manual of the Planes (p.21)
|
Armorfields
|
Where Moradin’s exalted tread, armorfields spring up.
| |
Ash Field
|
Defiling magic withers verdant areas, dissolving plants into a fine powder and creating extended areas of lifeless ash.
|
Dark Sun Creature Catalog (p. 34)
|
Astral Flame
|
A fountain of fiery liquid, an astral flame is the burning essence of the Astral Sea.
|
Manual of the Planes (p.21)
|
Barbed Cacti
|
The barbed cactus has wicked hooks that cling to a creatures flesh.
|
Dark Sun Creature Catalog (p. 34)
|
Black Sand
|
When defiling magic is used to slaughter innocents, a residue mixes with the ground to create black sand.
|
Dark Sun Creature Catalog (p. 34)
|
Blast Cloud
|
The rust-hued dust particles conduct and amplify energy and elemental forces.
|
Dungeon Master’s Guide 2 (p.58)
|
Blinkrock
|
Nondescript gray-black stone with texture similar to granite and the ability to warp space.
|
Underdark (p.65)
|
Blood Grate
|
Hideous contraptions that revitalize formorians and their allies with the blood of intruders.
|
Underdark (p.103)
|
Blood Midge Cloud
|
A swarm of biting insects.
|
Dungeon Master’s Guide 2 (p.58)
|
Blood Rock
|
The site of ceremonial sacrifices, a great slaughter, or some other calamity.
|
Dungeon Master’s Guide (p.67)
|
Bolt Stone
|
Lightning energy fused with rock to form a highly unstable, dangerous mixture.
|
Dungeon Master’s Guide 2 (p.58)
|
Bonepowder Haze
|
Strange haze of fine, white powder, crackling with necrotic energy that saps the life force of creatures within and empower nearby undead
| |
Brainmoss
|
Tissue seeded from living brains growing on cavern walls and floors. Wild brainmoss picks up and retains strong emotional impressions of sentient beings around it and have significant effect on the minds of living creatures.
|
Underdark (p.83)
|
Brainswell Nebula
|
Gigantic cloud formations resembling a diseased and pulsating brain often encountered in githyanki-controlled sectors of the Astral Sea.
| |
Brambleweed
|
Brambleweed has finger-length thorns, sharp and sturdy enough to rend flesh.
|
Dark Sun Creature Catalog (p. 34)
|
Carpet of Serpents
|
Swarms of serpents (or other venomous creatures) that dart in and out of various hidden dens.
| |
Caught Breath
|
Tinkling crystals of warm breath frozen in air.
|
Underdark (p.120)
|
Cave Slime
|
Thin blue slime. Harmless but extremely slick.
|
Dungeon Master’s Guide (p.67)
|
Chainstorm
|
Phantasmal, shrieking chains are thought to be the echoes of an imprisoned deity’s rage manifesting in the Astral Sea.
| |
Chaos Breath
|
Powerful, unpredictable wind gusts that extend high into the atmosphere.
| |
Chaos Spots
|
Certain locations in the dominion are in constant flux.
| |
Choke Frost
|
Light, white mist, which congeals into thick ice as creatures move through it.
|
Dungeon Master’s Guide (p.67)
|
Choking Vapors
|
The fumes rise from volcanic vents.
| |
Cloudspore
|
Strange Underdark mushrooms that create a thick cloud of spores when disturbed.
|
Dungeon Master’s Guide (p.67)
|
Combustibles
|
Some treasures (paper, scrolls, precious wood) are flammable and can go up in flames.
| |
Crawling Earth
|
Ground that animates when stepped on, then quiets after a few moments.
| |
Creeping Ice
|
Areas infused with cold energy that slowly drain living creatures of life.
|
Dungeon Master’s Guide 2 (p.58)
|
Cursed Obelisk
|
These black, stone obelisks are usually covered in runes.
| |
Darkrock
|
Darkrock drinks in illumination, weakening the light and creating strange, unpredictable shadows.
|
Underdark (p.14)
|
Dazzling Treasure
|
A mirror, shield, or other shiny surface reflects and intensifies light shined upon it so that those nearby are temporarily blinded.
| |
Dead Magic
|
The most powerful arcane magic completely drains an area of plant an animal life.
|
Dark Sun Creature Catalog (p. 35)
|
Defiled Ground
|
The dead do not always rest in peace.
|
Dungeon Master’s Guide 2 (p.59)
|
Defiled Terrain
|
Defiled terrain is created by the use of powerful defiling magic.
|
Dark Sun Creature Catalog (p. 34)
|
Demon Jags
|
Sharp, rugged stone formed when demons are trampled by other demons or are otherwise violently absorbed into the surrounding surface.
| |
Demon Slick
|
Odd, vile smelling slime that makes footing treacherous. Widespread where demons congregate.
| |
Despond’s Draining Waters
|
The Lake of Despond has a diminishing effect upon living creatures that touch it.
| |
Devouring Cloud
|
A chittering cloud of bright-red astral beetles.
| |
Dimensional Turbulence
|
Instability in the fabric of a plane making teleportation difficult and inaccurate.
|
Dungeon Master’s Guide 2 (p.59)
|
Distracting Prisoner
|
A dragon’s charisma and terror can unravel the minds of its prisoners. These fools might try to hamper or distract their would-be rescuers.
| |
Divine Blood
|
Wreckage from the ancient war between the gods and primordials still litters the planes.
|
Manual of the Planes (p.22)
|
Doomlight Crystal
|
Glowing rock formations that trap a volatile gas that explodes in contact with air.
|
Dungeon Master’s Guide 2 (p.59)
|
Dragon-Cursed Treasure
|
These treasures carry the maliciousness of its owner to such an extent that anyone that handles them fall under a mild curse.
| |
Drainer Lichen
|
The Foothill’s rockier slopes are mottled by drainer lichen.
| |
Earth Flow
|
In the Elemental Chaos, earth moves constantly in rivers of rock, dirt, or mud.
| |
Earthen Maw
|
Parts of the broken badlands open and close like jaws, seeking to snare passersby.
| |
Eldritch Influx
|
Magical energy pools in this area flowing into the void left behind by the expenditure of magical item powers.
|
Dungeon Master’s Guide 2 (p.59)
|
Elemental Seepage
|
A strange, viscous mass that pulsates and quivers with the energy of the Elemental Chaos (elemental fire, cold, thunder, lighting, or some combination of the four).
|
Manual of the Planes (p.22)
|
Elemental Spout
|
Eruptions of material or elemental energy issuing forth from solid surfaces, bodies of liquid, raging storms, or empty air.
| |
Elemental Windchurn
|
Elemental turbulence crackling with energy, its swirling winds making flying difficult.
|
Dungeon Master’s Guide 2 (p.59)
|
Ember Moss
|
A strange Underdark moss that is highly flammable and burns brightly.
|
Dungeon Master’s Guide (p.67)
|
Energy Alteration Field
|
The air sparkles and the ground buzzes in chaotic energy alteration fields.
| |
Energy Crystals
|
These weird crystals collect and store energy of all kinds.
|
Manual of the Planes (p.22)
|
Energy Node
|
A particularly strong confluence of arcane, divine, or other forms of power.
|
Dungeon Master’s Guide 2 (p.59)
|
Erratic Portal
|
When the magic of a portal finally fails, it may transform into an erratic portal.
|
Manual of the Planes (p.22)
|
Eye Unblinking
|
Magic weapons made from ritually enlarged evil eyes and nourished by the blood of wounded foes which loose beams of arcane energy at invaders.
|
Underdark (p.103)
|
Fey Circle
|
A location empowered with the extraordinary energy of the Feywild.
|
Dungeon Master’s Guide 2 (p.60)
|
Font of Power
|
Planar energy, a powerful artifact, or some other power boost attacks.
|
Dungeon Master’s Guide (p.68)
|
Frozen Fire
|
Portions of the Elemental Chaos experience cold so intense that even fire freezes, forming a highly unstable substance.
| |
Glimmering Mirage
|
Glimmering mirages are crafted by cruel primal spirits to confuse and distress wanderers.
|
Dark Sun Creature Catalog (p. 35)
|
Glowstone
|
Glowstone provides patches of dim light that break up the darkness.
|
Underdark (p.14)
|
Godrock
|
Where fragments of Torog’s bones struck the earth, formations called godsrock sprouted.
|
Underdark (p.119)
|
Godsblood
|
The divine energy remaining within this godsblood temporarily supercharges the natural healing capability of any creature, but at the cost of its own stamina and sanity.
|
Underdark (p.102)
|
Godsdream
|
The energy remaining from Torog’s passage through the Shallows provides creatures with the certainty of one incredible blow against a foe, but hides everything beneath a filmy layer of a dream.
|
Underdark (p.33)
|
Godsrage
|
An echo of Torog’s ancient fury, a terrible and appalling anger, infect travelers with a raging power.
|
Underdark (p.64)
|
Grab Grass
|
Thick, tough grass of the deep forests of the Feywild.
|
Dungeon Master’s Guide (p.68)
|
Gramble
|
The Foothills’ rugged heaths are covered in patches of gramble, a dense, thorny bush with carnivorous instincts.
| |
Grasping Bog
|
An area of deep, viscous mud that hampers movement.
|
Dungeon Master’s Guide 2 (p.60)
|
Grasping Slime
|
Black, viscous goo whose clingy surface can cause a creature to become stuck.
|
Dungeon Master’s Guide (p.68)
|
Grasping Vines
|
Vines, roots, and other vegetation that have become infused with aberrant energies that entangle those that come near.
| |
Ground Swarms
|
Masses of rats, beetles, tiny drakes, or other nuisance creatures.
|
Underdark (p.100)
|
Haunted Terrain
|
Haunted terrain radiates negative emotions, ranging from vague unease to crippling sorrow to virulent hatred of life.
| |
Healing Ground
|
An area infused with primal energy that allows life of all sorts to flourish.
|
Dungeon Master’s Guide 2 (p.60)
|
Hellfire
|
Fire found predominantly in the Nine Hells.
|
Manual of the Planes (p.22)
|
Hungry Void
|
Some places in the unending night below sap existence and unravel the threads of life.
|
Underdark (p.120)
|
Ice Maws
|
Expanses of permafrost that come alive with mouthlike openings.
| |
Illusions
|
Illusions can mimic any terrain.
|
Dungeon Master’s Guide (p.68)
|
Illusory Wall
|
An illusory wall blocks line of sight.
|
Dungeon Master’s Guide (p.68)
|
Infectious Pallor
|
Pockets of diseased air that drift through the Abyss.
| |
Infernal Fumes
|
Great clouds of gray smoke that drift as if alive.
|
Dungeon Master’s Guide 2 (p.60)
|
Insect Cloud
|
Swarms of flying, blood-drinking bugs, searching for targets for their hunger.
|
Underdark (p.100)
|
Insect Swarms
|
Swarms of biting, sucking insects, drawn by fresh blood and looking for their next source of food.
| |
Jade Flame
|
Strange, vibrant green fire that burns everything it comes near, yet protects them from other sources of heat.
|
Dungeon Master’s Guide 2 (p.60)
|
Lifedrinker Caverns
|
Strange, black-speckled lichen that feed on nearby injuries.
|
Underdark (p.64)
|
Lightning Mist
|
Fields of gray-blue fog that drift slowly through the Elemental Chaos and are hazardous to traverse quickly.
| |
Lightning Pillar
|
The pillar hums with elemental power and is clearly an otherworldly formation.
|
Dark Sun Creature Catalog (p. 35)
|
Liquid Thunder
|
Highly volatile liquid pools coalesced from the force of a powerful elemental storm.
| |
Living Stone
|
Rock formations that grow on their own.
|
Underdark (p.13)
|
Loadstone
|
This strange rock dramatically increases the weight of all objects.
|
Dungeon Master’s Guide (p.68)
|
Martyr’s Monument
|
The life energy of an ancient and powerful champion of the gods, embodied in a statue or some other holy icon.
|
Dungeon Master’s Guide 2 (p.60)
|
Mask of Zorthos
|
This Gargantuan phantasmal clay mask, believed to be the hollowed-out head of Zorthos, the slain god of doubt and lassitude, spins endlessly through the Astral Sea.
| |
Mercyfields
|
Locations visited by Bahamut’s exalted dragons develop into mercyfields.
| |
Mirror Crystal
|
Mirror crystals cause strange twists and turns in space.
|
Dungeon Master’s Guide (p.68)
|
Mudflats
|
Underground water reservoirs seep up though the soil to create a dusty sludge.
|
Dark Sun Creature Catalog (p. 35)
|
Mushroom Arch
|
A series of glowing mushrooms that grow together to form an arch over a corridor.
|
Underdark (p.101)
|
Necrotic Ground
|
An area infused with necrotic energy, draining those that enter.
|
Dungeon Master’s Guide 2 (p.60)
|
Needle Hedge
|
Sharp-needled bushes that grow in the dark forests of the Shadowfell.
|
Dungeon Master’s Guide 2 (p.61)
|
Nihilath Shroud
|
This roiling wave of gray ectoplasmic matter continually sprouts tentacles, which pull and tear at each other and are then reabsorbed into the larger mass.
| |
Phase Crystal
|
Related to phase rock, this translucent silvery crystal can be induced to discharge the extradimensional energy and shunt a creature out of phase for a short time.
| |
Phase Mist
|
A hazy cloud of swirling color connected to the strange spaces that exist between the planes.
|
Dungeon Master’s Guide 2 (p.61)
|
Phase Rock
|
Phase rocks are slightly out of sync with reality.
|
Manual of the Planes (p.22)
|
Pillar of Life
|
This tall stone pillar is infused with life energy.
|
Dungeon Master’s Guide (p.68)
|
Pocket of Night
|
In the darkest places of Samaragd, the shadows have an unnatural weight, and no natural light can penetrate the darkness.
| |
Primal Mud
|
Organic sludge which forms where life force rises up through the Feydark into the Feywild.
|
Underdark (p.101)
|
Primordial Font
|
Volatile fountains of liquid elemental energy that change those who bathe in them.
| |
Psychic Reservoir
|
Odd violet crystals grow in caverns or rocky terrain, psychic reservoirs containing latent energy.
|
Dark Sun Creature Catalog (p. 36)
|
Psychic Storm
|
Psychic storms darken the astral clouds and reach the size of earthly hurricanes.
| |
Quick Sear
|
A viscous, silvery green liquid, resulting from the mixture of acid and quicksilver.
|
Dungeon Master’s Guide 2 (p.61)
|
Rage Stone
|
An expanse of black-veined crimson stone infused with the psychic residue of pitches battles and brutal atrocities.
|
Dungeon Master’s Guide 2 (p.61)
|
Razorvine
|
This hardy creeper plant ubiquitous throughout the planes has serrated leaves that unfold from black stems.
|
Manual of the Planes (p.22)
|
Rocky Badlands
|
The canyons and wastes of Athas’s rocky badlands are rugged and arid.
|
Dark Sun Creature Catalog (p. 36)
|
Sacred Circle
|
A sacred circle is dedicated to a specific deity and infused with divine energy.
|
Dungeon Master’s Guide (p.68)
|
Salt Flats
|
Bleak plains encrusted with saline deposits and bone-dry sand.
|
Dark Sun Creature Catalog (p. 36)
|
Sandy Wastes
|
The wastes of Athas stretch for miles in every direction, largely featureless but for sand, wind, and relentless heat.
|
Dark Sun Creature Catalog (p. 36)
|
Sehil’s Guts
|
Legend suggests that this Huge phantasmal knot of blood-red tubes is the remains of the intestines of Sehil, a primordial that Kord slew barehanded during the Dawn War’s final battle.
| |
Shifting Piles and Slippery Coins
|
Loose coins can be treacherous to move through, since they create unstable footing.
| |
Sickening Heat
|
Athas’s sun burns with peculiar intensity in areas where magic has defiled a copious amount of plant life.
|
Dark Sun Creature Catalog (p. 35)
|
Silt Pool
|
Natural dips and crevasses in the land can fill up with extremely light, powdery silt that acts like quicksand.
|
Dark Sun Creature Catalog (p. 36)
|
Slides
|
A slide is coated with a slick substance.
|
Dungeon Master’s Guide (p.68)
|
Super Fun Happy Slide
|
Stone stairs convert into a slide leading straight to the monsters. The PC’s shouldn’t but, c’mon, when are they going to be back here?
|
The Simpsons (ep. 1F04)
|
Slipsand
|
In sandy areas where magic, primal power, or psionics have been used heavily, the ground becomes saturated with high quantities of glass particles.
|
Dark Sun Creature Catalog (p. 37)
|
Soul Shard Clusters
|
Remnants of living creatures slain in the Shadowdark linger as soul shards.
|
Underdark (p.121)
|
Soul Venom
|
These areas of Samaragd contain tainted atmosphere.
| |
Soulshocked Ground
|
Patches of the Kalandurren arena have become soulshocked ground to keep arena fights bloody.
| |
Spiderwebs
|
The webs of giant spiders.
|
Dungeon Master’s Guide (p.69)
|
Spore Field
|
Intoxicating spores that rapidly decompose organic matter.
|
Underdark (p.109)
|
Strangling Wind
|
The pressure of this wind is so great, and its blasts so turbulent, that it slows and even suffocates those who push themselves too hard.
| |
Teleporters
|
Magical gates that whisk characters from one spot to another.
|
Dungeon Master’s Guide (p.69)
|
The Weeping Lady
|
The heart-wrenching sobs of a seemingly female voice haunt the Deeps.
|
Underdark (p.64)
|
Thunder Shards
|
Crystalline shards of solidified thunder energy which are both unstable and dangerous.
|
Dungeon Master’s Guide 2 (p.61)
|
Tree of Life
|
A tree of life is mystically infused with primal forces of life.
|
Dark Sun Creature Catalog (p. 37)
|
Valorfields
|
When Kord’s exalted gather to fight, they leave valorfields in their wake.
| |
Venomous Air
|
These are clouds of nigh-undetectable poisons that hang in the air and amplify other poison attacks.
| |
Vicious Treasure
|
Caches containing weapons, armor, and other such sharp objects can snag and cut the unwary.
| |
Whirlwind
|
Whirlwinds form in areas infused with elemental energy.
|
Dungeon Master’s Guide (p.69)
|
Wormrock
|
Porous orange rock that is easy to dig through.
|
Underdark (p.14)
|
Wrath Mud
|
Eerie mud that saps the sanity from creatures within it, pushing them to violence through psychic pain.
| |
Z’Tal Horde
|
Colonies of z’tal lizards gather in a mass exuding a slippery ooze and a noxious vapor.
|
Dark Sun Creature Catalog (p. 37)
|
FANTASTIC TERRAIN BY SOURCE BOOK
Dark Sun Creature Catalog (p. 34)
|
Ash Field
|
Defiling magic withers verdant areas, dissolving plants into a fine powder and creating extended areas of lifeless ash.
|
(p.34)
|
Barbed Cacti
|
The barbed cactus has wicked hooks that cling to a creatures flesh.
|
(p.34)
|
Black Sand
|
When defiling magic is used to slaughter innocents, a residue mixes with the ground to create black sand.
|
(p.34)
|
Brambleweed
|
Brambleweed has finger-length thorns, sharp and sturdy enough to rend flesh.
|
(p.35)
|
Dead Magic
|
The most powerful arcane magic completely drains an area of plant an animal life.
|
(p.34)
|
Defiled Terrain
|
Defiled terrain is created by the use of powerful defiling magic.
|
(p.35)
|
Glimmering Mirage
|
Glimmering mirages are crafted by cruel primal spirits to confuse and distress wanderers.
|
Lightning Pillar
|
The pillar hums with elemental power and is clearly an otherworldly formation.
| |
Mudflats
|
Underground water reservoirs seep up though the soil to create a dusty sludge.
| |
Psychic Reservoir
|
Odd violet crystals grow in caverns or rocky terrain, psychic reservoirs containing latent energy.
| |
Rocky Badlands
|
The canyons and wastes of Athas’s rocky badlands are rugged and arid.
| |
(p. 36)
|
Salt Flats
|
Bleak plains encrusted with saline deposits and bone-dry sand.
|
Sandy Wastes
|
The wastes of Athas stretch for miles in every direction, largely featureless but for sand, wind, and relentless heat.
| |
(p. 35)
|
Sickening Heat
|
Athas’s sun burns with peculiar intensity in areas where magic has defiled a copious amount of plant life.
|
Silt Pool
|
Natural dips and crevasses in the land can fill up with extremely light, powdery silt that acts like quicksand.
| |
Slipsand
|
In sandy areas where magic, primal power, or psionics have been used heavily, the ground becomes saturated with high quantities of glass particles.
| |
(p. 37)
|
Tree of Life
|
A tree of life is mystically infused with primal forces of life.
|
(p. 37)
|
Z’Tal Horde
|
Colonies of z’tal lizards gather in a mass exuding a slippery ooze and a noxious vapor.
|
Dungeon Master’s Guide (p.67)
|
Blood Rock
|
The site of ceremonial sacrifices, a great slaughter, or some other calamity.
|
Cave Slime
|
Thin blue slime. Harmless but extremely slick.
| |
Choke Frost
|
Light, white mist, which congeals into thick ice as creatures move through it.
| |
Cloudspore
|
Strange Underdark mushrooms that create a thick cloud of spores when disturbed.
| |
Ember Moss
|
A strange Underdark moss that is highly flammable and burns brightly.
| |
Font of Power
|
Planar energy, a powerful artifact, or some other power boost attacks.
| |
Grab Grass
|
Thick, tough grass of the deep forests of the Feywild.
| |
Grasping Slime
|
Black, viscous goo whose clingy surface can cause a creature to become stuck.
| |
Illusions
|
Illusions can mimic any terrain.
| |
Illusory Wall
|
An illusory wall blocks line of sight.
| |
Loadstone
|
This strange rock dramatically increases the weight of all objects.
| |
Mirror Crystal
|
Mirror crystals cause strange twists and turns in space.
| |
Pillar of Life
|
This tall stone pillar is infused with life energy.
| |
Sacred Circle
|
A sacred circle is dedicated to a specific deity and infused with divine energy.
| |
Slides
|
A slide is coated with a slick substance.
| |
Spiderwebs
|
The webs of giant spiders.
| |
Teleporters
|
Magical gates that whisk characters from one spot to another.
| |
Whirlwind
|
Whirlwinds form in areas infused with elemental energy.
| |
Dungeon Master’s Guide 2 (p.58)
|
Blast Cloud
|
The rust-hued dust particles conduct and amplify energy and elemental forces.
|
Blood Midge Cloud
|
A swarm of biting insects.
| |
Bolt Stone
|
Lightning energy fused with rock to form a highly unstable, dangerous mixture.
| |
Creeping Ice
|
Areas infused with cold energy that slowly drain living creatures of life.
| |
Defiled Ground
|
The dead do not always rest in peace.
| |
Dimensional Turbulence
|
Instability in the fabric of a plane making teleportation difficult and inaccurate.
| |
Doomlight Crystal
|
Glowing rock formations that trap a volatile gas that explodes in contact with air.
| |
Eldritch Influx
|
Magical energy pools in this area flowing into the void left behind by the expenditure of magical item powers.
| |
Elemental Windchurn
|
Elemental turbulence crackling with energy, its swirling winds making flying difficult.
| |
Energy Node
|
A particularly strong confluence of arcane, divine, or other forms of power.
| |
Fey Circle
|
A location empowered with the extraordinary energy of the Feywild.
| |
Grasping Bog
|
An area of deep, viscous mud that hampers movement.
| |
Healing Ground
|
An area infused with primal energy that allows life of all sorts to flourish.
| |
Infernal Fumes
|
Great clouds of gray smoke that drift as if alive.
| |
Jade Flame
|
Strange, vibrant green fire that burns everything it comes near, yet protects them from other sources of heat.
| |
Martyr’s Monument
|
The life energy of an ancient and powerful champion of the gods, embodied in a statue or some other holy icon.
| |
Necrotic Ground
|
An area infused with necrotic energy, draining those that enter.
| |
Needle Hedge
|
Sharp-needled bushes that grow in the dark forests of the Shadowfell.
| |
Phase Mist
|
A hazy cloud of swirling color connected to the strange spaces that exist between the planes.
| |
Quick Sear
|
A viscous, silvery green liquid, resulting from the mixture of acid and quicksilver.
| |
Rage Stone
|
An expanse of black-veined crimson stone infused with the psychic residue of pitches battles and brutal atrocities.
| |
Thunder Shards
|
Crystalline shards of solidified thunder energy which are both unstable and dangerous.
| |
Combustibles
|
Some treasures (paper, scrolls, precious wood) are flammable and can go up in flames.
| |
(p.60)
|
Dazzling Treasure
|
A mirror, shield, or other shiny surface reflects and intensifies light shined upon it so that those nearby are temporarily blinded.
|
(p.60)
|
Distracting Prisoner
|
A dragon’s charisma and terror can unravel the minds of its prisoners. These fools might try to hamper or distract their would-be rescuers.
|
(p.61)
|
Dragon-Cursed Treasure
|
These treasures carry the maliciousness of its owner to such an extent that anyone that handles them fall under a mild curse.
|
(p.61)
|
Shifting Piles and Slippery Coins
|
Loose coins can be treacherous to move through, since they create unstable footing.
|
(p.61)
|
Vicious Treasure
|
Caches containing weapons, armor, and other such sharp objects can snag and cut the unwary.
|
Manual of the Planes (p.21)
|
Abyssal Wellspring
|
A suppurating wound in reality where the raw madness and evil of the Abyss bulges into another plane.
|
(p.21)
|
Angelic Lantern
|
These small, pulsating balls of light are faint manifestations of divine will.
|
(p.21)
|
Astral Flame
|
A fountain of fiery liquid, an astral flame is the burning essence of the Astral Sea.
|
(p.22)
|
Divine Blood
|
Wreckage from the ancient war between the gods and primordials still litters the planes.
|
(p.22)
|
Elemental Seepage
|
A strange, viscous mass that pulsates and quivers with the energy of the Elemental Chaos (elemental fire, cold, thunder, lighting, or some combination of the four).
|
(p.22)
|
Energy Crystals
|
These weird crystals collect and store energy of all kinds.
|
(p.22)
|
Erratic Portal
|
When the magic of a portal finally fails, it may transform into an erratic portal.
|
(p.22)
|
Hellfire
|
Fire found predominantly in the Nine Hells.
|
(p.22)
|
Phase Rock
|
Phase rocks are slightly out of sync with reality.
|
(p.22)
|
Razorvine
|
This hardy creeper plant ubiquitous throughout the planes has serrated leaves that unfold from black stems.
|
Haunted Terrain
|
Haunted terrain radiates negative emotions, ranging from vague unease to crippling sorrow to virulent hatred of life.
| |
Armorfields
|
Where Moradin’s exalted tread, armorfields spring up.
| |
Brainswell Nebula
|
Gigantic cloud formations resembling a diseased and pulsating brain often encountered in githyanki-controlled sectors of the Astral Sea.
| |
Carpet of Serpents
|
Swarms of serpents (or other venomous creatures) that dart in and out of various hidden dens.
| |
Chainstorm
|
Phantasmal, shrieking chains are thought to be the echoes of an imprisoned deity’s rage manifesting in the Astral Sea.
| |
Chaos Spots
|
Certain locations in the dominion are in constant flux.
| |
Choking Vapors
|
The fumes rise from volcanic vents.
| |
Cursed Obelisk
|
These black, stone obelisks are usually covered in runes.
| |
Despond’s Draining Waters
|
The Lake of Despond has a diminishing effect upon living creatures that touch it.
| |
Devouring Cloud
|
A chittering cloud of bright-red astral beetles.
| |
Drainer Lichen
|
The Foothill’s rockier slopes are mottled by drainer lichen.
| |
Earthen Maw
|
Parts of the broken badlands open and close like jaws, seeking to snare passersby.
| |
Gramble
|
The Foothills’ rugged heaths are covered in patches of gramble, a dense, thorny bush with carnivorous instincts.
| |
Grasping Vines
|
Vines, roots, and other vegetation that have become infused with aberrant energies that entangle those that come near.
| |
Insect Swarms
|
Swarms of biting, sucking insects, drawn by fresh blood and looking for their next source of food.
| |
Mask of Zorthos
|
This Gargantuan phantasmal clay mask, believed to be the hollowed-out head of Zorthos, the slain god of doubt and lassitude, spins endlessly through the Astral Sea.
| |
Mercyfields
|
Locations visited by Bahamut’s exalted dragons develop into mercyfields.
| |
Nihilath Shroud
|
This roiling wave of gray ectoplasmic matter continually sprouts tentacles, which pull and tear at each other and are then reabsorbed into the larger mass.
| |
Pocket of Night
|
In the darkest places of Samaragd, the shadows have an unnatural weight, and no natural light can penetrate the darkness.
| |
Psychic Storm
|
Psychic storms darken the astral clouds and reach the size of earthly hurricanes.
| |
Sehil’s Guts
|
Legend suggests that this Huge phantasmal knot of blood-red tubes is the remains of the intestines of Sehil, a primordial that Kord slew barehanded during the Dawn War’s final battle.
| |
Soul Venom
|
These areas of Samaragd contain tainted atmosphere.
| |
Soulshocked Ground
|
Patches of the Kalandurren arena have become soulshocked ground to keep arena fights bloody.
| |
Valorfields
|
When Kord’s exalted gather to fight, they leave valorfields in their wake.
| |
Venomous Air
|
These are clouds of nigh-undetectable poisons that hang in the air and amplify other poison attacks.
| |
Acidic Mire
|
Seas composed of flesh-dissolving liquids bordered by shores riddled with moors that churn with acid bubbling up from below.
| |
Bonepowder Haze
|
Strange haze of fine, white powder, crackling with necrotic energy that saps the life force of creatures within and empower nearby undead
| |
Chaos Breath
|
Powerful, unpredictable wind gusts that extend high into the atmosphere.
| |
Crawling Earth
|
Ground that animates when stepped on, then quiets after a few moments.
| |
Demon Jags
|
Sharp, rugged stone formed when demons are trampled by other demons or are otherwise violently absorbed into the surrounding surface.
| |
Demon Slick
|
Odd, vile smelling slime that makes footing treacherous. Widespread where demons congregate.
| |
Earth Flow
|
In the Elemental Chaos, earth moves constantly in rivers of rock, dirt, or mud.
| |
Elemental Spout
|
Eruptions of material or elemental energy issuing forth from solid surfaces, bodies of liquid, raging storms, or empty air.
| |
Energy Alteration Field
|
The air sparkles and the ground buzzes in chaotic energy alteration fields.
| |
Frozen Fire
|
Portions of the Elemental Chaos experience cold so intense that even fire freezes, forming a highly unstable substance.
| |
Ice Maws
|
Expanses of permafrost that come alive with mouthlike openings.
| |
Infectious Pallor
|
Pockets of diseased air that drift through the Abyss.
| |
Lightning Mist
|
Fields of gray-blue fog that drift slowly through the Elemental Chaos and are hazardous to traverse quickly.
| |
Liquid Thunder
|
Highly volatile liquid pools coalesced from the force of a powerful elemental storm.
| |
Phase Crystal
|
Related to phase rock, this translucent silvery crystal can be induced to discharge the extradimensional energy and shunt a creature out of phase for a short time.
| |
Primordial Font
|
Volatile fountains of liquid elemental energy that change those who bathe in them.
| |
Strangling Wind
|
The pressure of this wind is so great, and its blasts so turbulent, that it slows and even suffocates those who push themselves too hard.
| |
Wrath Mud
|
Eerie mud that saps the sanity from creatures within it, pushing them to violence through psychic pain.
| |
Underdark (p.82)
|
Aberrant Structures
|
Dessicated, long-dead structures in ruins left over from Nihilath.
|
Blinkrock
|
Nondescript gray-black stone with texture similar to granite and the ability to warp space.
| |
Blood Grate
|
Hideous contraptions that revitalize formorians and their allies with the blood of intruders.
| |
Brainmoss
|
Tissue seeded from living brains growing on cavern walls and floors. Wild brainmoss picks up and retains strong emotional impressions of sentient beings around it and have significant effect on the minds of living creatures.
| |
Caught Breath
|
Tinkling crystals of warm breath frozen in air.
| |
Darkrock
|
Darkrock drinks in illumination, weakening the light and creating strange, unpredictable shadows.
| |
Eye Unblinking
|
Magic weapons made from ritually enlarged evil eyes and nourished by the blood of wounded foes which loose beams of arcane energy at invaders.
| |
Glowstone
|
Glowstone provides patches of dim light that break up the darkness.
| |
Godsrock
|
Where fragments of Torog’s bones struck the earth, formations called godsrock sprouted.
| |
Godsblood
|
The divine energy remaining within this godsblood temporarily supercharges the natural healing capability of any creature, but at the cost of its own stamina and sanity.
| |
Godsdream
|
The energy remaining from Torog’s passage through the Shallows provides creatures with the certainty of one incredible blow against a foe, but hides everything beneath a filmy layer of a dream.
| |
Godsrage
|
An echo of Torog’s ancient fury, a terrible and appalling anger, infect travelers with a raging power.
| |
Ground Swarms
|
Masses of rats, beetles, tiny drakes, or other nuisance creatures.
| |
Hungry Void
|
Some places in the unending night below sap existence and unravel the threads of life.
| |
Insect Cloud
|
Swarms of flying, blood-drinking bugs, searching for targets for their hunger.
| |
Lifedrinker Caverns
|
Strange, black-speckled lichen that feed on nearby injuries.
| |
Living Stone
|
Rock formations that grow on their own.
| |
Mushroom Arch
|
A series of glowing mushrooms that grow together to form an arch over a corridor.
| |
Primal Mud
|
Organic sludge which forms where life force rises up through the Feydark into the Feywild.
| |
Soul Shard Clusters
|
Remnants of living creatures slain in the Shadowdark linger as soul shards.
| |
Spore Field
|
Intoxicating spores that rapidly decompose organic matter.
| |
The Weeping Lady
|
The heart-wrenching sobs of a seemingly female voice haunt the Deeps.
| |
Wormrock
|
Porous orange rock that is easy to dig through.
|