Weather Hazards; Environmental Hazards

Source: Eberron: Forge of the Artificer

Environmental Hazards

dice: [](weather-hazards-environmental-hazards-efa.md#^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 dice:1d4|noform|noparens|avg (1d4) hours due to motion sickness.
2The airship travels at extreme altitudes for dice:1d4|noform|noparens|avg (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 dice:1d4|noform|noparens|avg (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 dice:1d8|noform|noparens|avg|text(4) (1d8) Lightning damage.
4The airship enters an area of strong wind (see “Environmental Effects” in the “Dungeon Master’s Guide”), which lasts for dice:1d4|noform|noparens|avg (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