{
	"trap": [
		{
			"name": "Balance and Ruin",
			"source": "BMT",
			"page": 29,
			"trapHazType": "MECH",
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				}
			],
			"entries": [
				{
					"type": "inset",
					"entries": [
						"A narrow wooden beam spans the length of this hundred-foot-long, fifty-foot-wide chamber. The beam crosses a twenty-five-foot-deep pit filled with slowly turning, bloodstained gears. The chamber's side walls, each 25 feet from the balance beam, are made of smooth metal sheeting."
					]
				},
				"The most obvious way to cross the room is to walk along the beam. But there's a hidden danger: a pressure plate beneath the beam's closest end causes the metal walls to emit a strong magnetic field.",
				{
					"type": "entries",
					"name": "Fulcrum",
					"entries": [
						"Stone pillars set at regular intervals appear to hold up the beam. But the pillar beneath the beam's center is a fulcrum (like the center of a seesaw), which gives the beam a nearly indiscernible tilt. A creature that examines the beam and succeeds on a {@dc 15} Intelligence ({@skill Investigation}) check notices the tilt. When the characters enter the room, the beam's weight rests on the far end. When any amount of weight is placed on the stretch of beam between the characters and the fulcrum, unless a counterweight is placed on the opposite side, the end of the beam sinks a few inches and presses on a hidden pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in."
					]
				},
				{
					"type": "entries",
					"name": "Balance Beam",
					"entries": [
						"The balance beam is {@book difficult terrain|PHB|8|Difficult Terrain}. A creature that ends its turn on the beam or that is on the beam when it tilts must make a {@dc 12} Dexterity saving throw to keep its balance. If the walls are magnetized (see below) and the creature is wearing metal armor or holding metal equipment, the creature has disadvantage on this save. A creature that fails the save by 4 or less slips, landing on the beam, and has the {@condition prone} condition. A creature that fails this save by 5 or more falls into the gear pit (see \"Gear Pit\" below)."
					]
				},
				{
					"type": "entries",
					"name": "Magnetic Walls",
					"entries": [
						"When the balance beam's weight is on the pressure plate, the metal walls emit a magnetic field. Any creature wearing metal armor or holding metal equipment who isn't on the beam is pulled to the nearest metal wall and sticks to it, taking 11 ({@damage 2d10}) bludgeoning damage. Any creature stuck to the wall has the {@condition restrained} condition until the magnetic field deactivates. Removing pressure from the plate\u2014such as by putting more weight on the opposite end of the beam\u2014deactivates the magnetic field. If the whole party has access to flight, you can make the trap suitably challenging by removing the pressure plate and having the magnetic field toggle on or off in 1-minute intervals or whenever a creature ends its turn on a different side of the pit from where it started. A character wearing metal armor or holding metal equipment who flies across the hall while the walls are magnetized is pulled to the wall and stuck to it."
					]
				},
				{
					"type": "entries",
					"name": "Gear Pit",
					"entries": [
						"Whenever a creature falls into the pit or ends its turn there, that creature must succeed on a {@dc 17} Dexterity saving throw or take 55 ({@damage 10d10}) bludgeoning damage and have the {@condition prone} condition. A creature that is {@condition prone} on the gears can't use movement to stand up without first using an action and a Tiny object to jam the gears below it. Those gears remain jammed until the end of the character's turn, whereupon the Tiny object tumbles loose, falls through the gears, and is lost."
					]
				}
			],
			"hasFluffImages": true
		},
		{
			"name": "Bear Trap",
			"source": "XGE",
			"page": 113,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"effect": [
				"{@atk mw} {@hit 8} to hit, triggering creature. Hit: 5 ({@damage 1d10}) piercing damage. This attack can't gain advantage or disadvantage. A creature hit by the trap has its speed reduced to 0. It can't move until it breaks free of the trap, which requires a successful {@dc 15} Strength check by the creature or another creature adjacent to the trap."
			],
			"trigger": [
				"A creature that steps on the bear trap triggers it."
			],
			"countermeasures": [
				"A successful {@dc 10} Wisdom ({@skill Perception}) check reveals the trap. A successful {@dc 10} Dexterity check using {@item thieves' tools|phb} disables it."
			],
			"entries": [
				"A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized."
			]
		},
		{
			"name": "Collapsing Roof",
			"source": "DMG",
			"page": 122,
			"srd": true,
			"reprintedAs": [
				"Collapsing Roof|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				"This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.",
				"The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful {@dc 15} Dexterity check using {@item thieves' tools|phb} disables the trip wire harmlessly. A character without {@item thieves' tools|phb} can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.",
				"Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.",
				"The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.",
				"When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a {@dc 15} Dexterity saving throw, taking 22 ({@damage 4d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes {@quickref difficult terrain||3}."
			]
		},
		{
			"name": "Collapsing Roof",
			"source": "XDMG",
			"page": 100,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"trigger": [
				"A creature crosses a trip wire"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled.",
				"The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a {@dc 13} Dexterity saving throw, taking 11 ({@damage 2d10}) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into {@variantrule Difficult Terrain|XPHB}.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Search|XPHB} action, a creature can examine the trapped area and make a {@dc 11} Wisdom ({@skill Perception|XPHB}) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required)."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Bludgeoning Damage",
								"Save DC"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"22 ({@damage 4d10})",
									"15"
								],
								[
									"11\u201316",
									"55 ({@damage 10d10})",
									"17"
								],
								[
									"17\u201320",
									"99 ({@damage 18d10})",
									"19"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Crossbow Trap",
			"source": "XGE",
			"page": 113,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"effect": [
				"The trap makes two attacks against the triggering creature. {@atk rw} {@hit 8} to hit, two attacks; Hit: 5 ({@damage 1d10}) piercing damage on a hit. This attack can't gain advantage or disadvantage."
			],
			"trigger": [
				"A creature that walks through the trip wire triggers the trap."
			],
			"countermeasures": [
				"A successful {@dc 15} Wisdom ({@skill Perception}) check reveals the trip wire. A successful {@dc 15} Dexterity check using {@item thieves' tools|phb} disables the trip wire, and a check with a total of 5 or lower triggers the trap."
			],
			"entries": [
				"The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a pair of hidden heavy crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip wire."
			]
		},
		{
			"name": "Danse Macabre",
			"source": "VRGR",
			"page": 197,
			"trapHazType": "HAUNT",
			"hauntBonus": "+4",
			"entries": [
				"This {@variantrule haunted traps|VRGR|haunted trap} affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap's emanation manifests as the sound of distant, mournful music. A round later, a phantom performer appears and begins playing the instrument for the next minute. While the performer plays, any creature that enters or starts its turn in the haunted trap's area must succeed on a {@dc 14} Wisdom saving throw or float 20 feet into the air and be affected by the spell {@spell Otto's irresistible dance}. There they are joined by illusory dancers as they dance for the remainder of the performer's song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes {@damage 2d6} bludgeoning damage. If a creature's saving throw to resist the trap or to stop dancing is successful, the creature is immune to the haunted trap for the next 24 hours.",
				"While the phantom performer plays, any creature within the haunted trap's area can use an action to try to convince the performer to stop playing, doing so with a successful {@dc 14} Charisma ({@skill Persuasion}) check. When the performer stops playing, all creatures affected by the haunted trap are freed from its effects and float to the ground safely."
			]
		},
		{
			"name": "Death Fog Trap",
			"source": "RtG",
			"page": 19,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 2,
					"threat": "dangerous"
				}
			],
			"effect": [
				"The doors slam shut and lock as a poisonous cloud (treat as a {@dc 15} {@spell cloudkill} spell) fills the room."
			],
			"trigger": [
				"The burial niches are disturbed by thieves or desecraters."
			],
			"countermeasures": [
				"A successful {@dc 15} Wisdom ({@skill Perception}) check notes arcane runes on the back of the doors and in the burial niches. A successful {@dc 15} Intelligence ({@skill Arcana}) check realizes that they are tied to a conjuration ward. The runes can be destroyed with dispel magic ({@dc 15} or cast at 5th level), which disperses the cloud."
			],
			"entries": [
				"The bones of the dead are warded to eliminate any thieves."
			]
		},
		{
			"name": "Faceless Malice",
			"source": "VRGR",
			"page": 197,
			"trapHazType": "HAUNT",
			"hauntBonus": "+2",
			"entries": [
				"This {@variantrule haunted traps|VRGR|haunted trap} affects a 15-foot-cube in front of an ornate mirror hanging on a wall. When a visible creature enters the area, the trap's emanation manifests as the creature's distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a {@dc 12} Wisdom saving throw or be {@condition blinded}, {@condition deafened}, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The {@spell remove curse} spell ends this effect, as does destroying the mirror. The mirror has AC 12, 10 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. After a creature fails its saving throw against the trap, the trap won't activate again for 24 hours."
			],
			"hasFluffImages": true
		},
		{
			"name": "Falling Net",
			"source": "DMG",
			"page": 122,
			"srd": true,
			"reprintedAs": [
				"Falling Net|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				"This trap uses a trip wire to release a net suspended from the ceiling.",
				"The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful {@dc 15} Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.",
				"When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and {@condition restrained}, and those that fail a {@dc 10} Strength saving throw are also knocked {@condition prone}.",
				"A creature can use its action to make a {@dc 10} Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points.",
				"Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section."
			]
		},
		{
			"name": "Falling Net",
			"source": "XDMG",
			"page": 100,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"trigger": [
				"A creature crosses a trip wire"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"A falling net trap uses a trip wire to release a weighted, 10-foot-square {@item Net|XPHB} suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees.",
				"The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a {@dc 10} Dexterity saving throw or have the {@condition Restrained|XPHB} condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a {@dc 10} Strength ({@skill Athletics|XPHB}) check, freeing itself or another creature within its reach from the Net on a successful check.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Search|XPHB} action, a creature can examine the trapped area and make a {@dc 11} Wisdom ({@skill Perception|XPHB}) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required)."
					]
				},
				{
					"type": "entries",
					"name": "Destroy the Net",
					"entries": [
						"Reducing the Net to 0 Hit Points frees any creature trapped in it (see the {@book Player's Handbook|XPHB} for the {@item Net|XPHB|Net's} statistics)."
					]
				},
				{
					"type": "entries",
					"name": "Set the Trap",
					"entries": [
						"A creature that has {@item Thieves' Tools|XPHB} and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful {@dc 13} Dexterity ({@skill Sleight of Hand|XPHB}) check. Each attempt to set this trap takes 10 minutes."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength ({@skill Athletics|XPHB}) check as follows: {@dc 12} at levels 5\u201310, {@dc 14} at levels 11\u201316, or {@dc 16} at levels 17\u201320."
					]
				}
			]
		},
		{
			"name": "Falling Portcullis",
			"source": "XGE",
			"page": 113,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "moderate"
				}
			],
			"effect": [
				"An iron portcullis drops from the ceiling, blocking an exit or a passageway."
			],
			"trigger": [
				"A creature that steps on the pressure plate triggers the trap."
			],
			"countermeasures": [
				"A successful {@dc 20} Wisdom ({@skill Perception}) check reveals the pressure plate. A successful {@dc 20} Dexterity check using {@item thieves' tools|phb} disables it, and a check with a total of 5 or lower triggers the trap."
			],
			"entries": [
				"Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance, which is hundreds of feet away, meaning that adventurers don't know they are trapped until they decide to head for the exit."
			]
		},
		{
			"name": "Fiery Blast Trap",
			"source": "XGE",
			"page": 113,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 2,
					"threat": "dangerous"
				}
			],
			"effect": [
				"A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one."
			],
			"trigger": [
				"The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the inner sanctum delivers a fiery rebuke to intruders."
			],
			"countermeasures": [
				"A successful {@dc 15} Wisdom ({@skill Perception}) check reveals the presence of ash and faint burn marks in the area affected by this trap. A successful {@dc 15} Intelligence ({@skill Religion}) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap to activate. A successful {@spell dispel magic} ({@dc 15}) cast on the runes destroys the trap."
			],
			"entries": [
				"Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don't trigger this trap."
			]
		},
		{
			"name": "Fire-Breathing Statue",
			"source": "DMG",
			"page": 122,
			"srd": true,
			"reprintedAs": [
				"Fire-Casting Statue|XDMG"
			],
			"trapHazType": "MAG",
			"entries": [
				"This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.",
				"The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue.",
				"The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one.",
				"Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful {@spell dispel magic} ({@dc 13}) cast on the statue destroys the trap."
			]
		},
		{
			"name": "Fire-Casting Statue",
			"source": "XDMG",
			"page": 102,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"trigger": [
				"A creature moves onto a pressure plate"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a {@dc 15} Dexterity saving throw, taking 11 ({@damage 2d10}) Fire damage on a failed save or half as much damage on a successful one.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"A {@spell Detect Magic|XPHB} spell reveals an aura of Evocation magic around the statue. As a {@action Search|XPHB} action, a creature within 5 feet of the statue can examine it and make a {@dc 10} Wisdom ({@skill Perception|XPHB}) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a {@action Study|XPHB} action to examine it and make a {@dc 15} Intelligence ({@skill Arcana|XPHB}) check, ascertaining that the glyph means \"fire\" on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap.",
						"As a {@action Search|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a {@dc 15} Wisdom ({@skill Perception|XPHB}) check, detecting the pressure plate on a successful check. Wedging an {@item Iron Spikes|XPHB|Iron Spike} or similar object under the pressure plate prevents the trap from triggering."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Fire Damage",
								"Area of Effect"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"22 ({@damage 4d10})",
									"30-foot Cone"
								],
								[
									"11\u201316",
									"55 ({@damage 10d10})",
									"60-foot Cone"
								],
								[
									"17\u201320",
									"99 ({@damage 18d10})",
									"120-foot Cone"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Hidden Pit",
			"source": "XDMG",
			"page": 102,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"trigger": [
				"A creature moves onto the pit's lid"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.",
				"A creature that falls into the pit takes 3 ({@damage 1d6}) Bludgeoning damage from the fall.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pit's lid and make a {@dc 15} Intelligence ({@skill Investigation|XPHB}) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using {@spell Arcane Lock|XPHB} or similar magic."
					]
				},
				{
					"type": "entries",
					"name": "Escape",
					"entries": [
						"A creature needs a Climb Speed, climbing gear, or magic such as {@spell Spider Climb|XPHB} to scale the pit's smooth walls. (You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds.)"
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Pit Depth",
								"Bludgeoning Damage"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"30 feet",
									"10 ({@damage 3d6})"
								],
								[
									"11\u201316",
									"60 feet",
									"21 ({@damage 6d6})"
								],
								[
									"17\u201320",
									"120 feet",
									"42 ({@damage 12d6})"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Icon of the Lower Aerial Kingdoms",
			"source": "VRGR",
			"page": 197,
			"trapHazType": "HAUNT",
			"hauntBonus": "+6",
			"entries": [
				"This {@variantrule haunted traps|VRGR|haunted trap} is tied to the 10-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap's emanation manifests as the sound of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} and {@condition incapacitated} for 1 minute. These conditions last until the creature is damaged or someone else uses an action to shake the creature. If the affected creature remains {@condition charmed} for the full minute, they are then affected as per the spell {@spell magic jar}, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when {@spell dispel evil and good} or a similar spell is cast on the affected creature, or when the statue is destroyed. The statue has AC 17, 15 hit points, and immunity to poison and psychic damage.",
				"This haunted trap manifests as the result of a fiendish influence. Casting {@spell dispel evil and good} on the statue permanently disarms the haunted trap."
			]
		},
		{
			"name": "Malfunctioning Phase Transference Emitter",
			"source": "AZfyT",
			"page": 9,
			"trapHazType": "CMPX",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"trigger": [
				"The trap has already been sprung once the power switch was thrown."
			],
			"initiative": 3,
			"eActive": [
				"The Phase Transference Emitter is overloading. Both the emitter's ray and the coil matrix are dangerous. The emitter's housing is extremely hot from the massive influx of electricity.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Phase Beam (Initiative 20)",
							"entry": "The phase beam shoots at a random creature within the room. The beam has a {@hit +5} bonus to the attack roll. On a hit, the target and all its gear become both {@condition invisible} and incorporeal for one minute. The target's only method of movement is a fly speed of 10 feet. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through solid surfaces and liquids. The target can't fall and remains hovering in the air even when {@condition stunned} or otherwise {@condition incapacitated}. While affected by the phase beam, the target can't manipulate, physically attack, or interact with objects and creatures not affected by the phase beam. The target can still talk and cast spells."
						},
						{
							"type": "item",
							"name": "Coil Discharge (Initiative 10)",
							"entry": "Arc bolts of electricity flash out of the matrix. Each creature within 30 feet of the power matrix must make a {@dc 11} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."
						}
					]
				}
			],
			"eDynamic": [
				"As time passes, the device becomes more erratic and eventually explodes.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Phase Beam Fires More Often",
							"entry": "Starting on its fourth turn, the phase beam attacks on initiative 10 as well as initiative 20."
						},
						{
							"type": "item",
							"name": "Room Heats Up",
							"entry": "The heat from the emitter brings the room to unbearable temperatures. At the beginning of the trap's third turn, the room's temperature is noticeably hotter. At the beginning of the trap's sixth turn on initiative 20, all creatures must succeed on a {@dc 10} Constitution saving throw or gain one level of {@condition exhaustion}. Creatures wearing medium or heavy armor have disadvantage on the saving throw, and creatures with fire immunity or resistance do not need to make this saving throw. This saving throw is repeated at {@dc 13} at the beginning of the trap's ninth turn on initiative 20."
						},
						{
							"type": "item",
							"name": "Explosion",
							"entry": "At the beginning of the trap's tenth turn, the entire system overloads and the power matrix explodes, dealing 35 ({@damage 10d6}) fire damage to everyone in the room, shorting out the power for the whole facility, and causing an Azorius response team to be sent out to find out what happened. The trap is destroyed, along with Delrim's prospects of ever graduating from Prism University."
						}
					]
				}
			],
			"eConstant": [
				"The emitter and power coil matrix are both dangerous to be near.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Coil Discharge",
							"entry": "Any creature that ends its turn within 5 feet of the power matrix must make a {@dc 11} Dexterity saving throw or take 7 ({@damage 2d6}) lightning damage. Creatures wearing metal armor have disadvantage on the saving throw."
						},
						{
							"type": "item",
							"name": "Emitter Heat",
							"entry": "The emitter is hot to the touch. Any creature touching the emitter takes 3 ({@damage 1d6}) fire damage."
						}
					]
				}
			],
			"countermeasures": [
				"There are ways to thwart the trap's active elements and prevent the explosion from occurring.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Phase Beam",
							"entry": "Characters can anticipate the beam's firing sequence, lock the swivel, or sever the power cables connecting the emitter to the power matrix."
						},
						{
							"type": "itemSub",
							"name": "Intelligence (Investigation), {@dc 15}",
							"entry": "As an action, a creature that can see the emitter can attempt an Intelligence ({@skill Investigation}) check. A successful check means that the creature now can anticipate the emitter's firing sequence. Phase beam attacks that target that creature have disadvantage."
						},
						{
							"type": "itemSub",
							"name": "Dexterity check using thieves' tools or Strength check, {@dc 15}",
							"entry": "Creatures can attempt to lock the swivel on the emitter to keep the beam pointed at only one spot, thus making the beam easily avoidable. A successful check means the phase beam attack is considered disabled. Creatures that attempt this must touch the emitter, taking the emitter heat damage."
						},
						{
							"type": "itemSub",
							"name": "Attack",
							"entry": "As an action, a creature can sever one of the ten power cables connected to the emitter. Each power cable has AC 5 and 3 hit points. For every two power cables severed (round down), the phase beam attack bonus is reduced by 1. Once the tenth power cable is severed, the emitter ceases to function and the phase beam attack as well as the emitter heat constant element are disabled."
						},
						{
							"type": "item",
							"name": "Coil Discharge",
							"entry": "The coils can be shut down by dispelling or disabling the magic that amplifies their energy or by shutting off the power source."
						},
						{
							"type": "itemSub",
							"name": "Intelligence (Arcana), {@dc 15}",
							"entry": "The magic augmenting the power matrix can be disabled with three successful checks. Alternatively, it can be disabled with one successful casting of {@spell dispel magic} ({@dc 13}) targeting the coils. If the coils are disabled, it disables the coil discharge elements as well as the explosion dynamic element. The emitter is still active, receiving some power from the matrix. Creatures that attempt this are subject to the coil discharge constant element if they end their turn next to the power matrix."
						},
						{
							"type": "itemSub",
							"name": "Shut off the main power cable",
							"entry": "On the wall near the power matrix is a mizzium-reinforced metal casing that holds the main power breaker for the matrix. It can be spotted with a successful {@dc 10} Wisdom ({@skill Perception}) check if someone is looking for something else notable in the lab. This is securely locked, requiring two successful {@dc 20} Dexterity checks with {@item thieves' tools|phb}, two successful {@dc 16} Intelligence ({@skill Arcana}) checks, or 20 points of damage with a magic weapon to break open. Once opened, a switch can be thrown to shut down the matrix, disabling all elements of the trap."
						}
					]
				}
			],
			"entries": [
				"The malfunctioning Phase Transference Emitter consists of two primary components. The power battery is a 10-foot circular matrix of conduction coils wired directly to a generator via a secure power cable. The coils have ten nodes that connect to a large eight-foot tall cylindrical steel emitter rigged on a swivel."
			]
		},
		{
			"name": "Morbid Memory",
			"source": "VRGR",
			"page": 198,
			"trapHazType": "HAUNT",
			"hauntBonus": "+0",
			"entries": [
				"A morbid memory trap presents little danger, but it proves useful in revealing important and unsettling glimpses into an area's past. This {@variantrule haunted traps|VRGR|haunted trap} affects a single room or 30-foot-square area. When a creature enters the area, the trap's emanation manifests as faint, disembodied whispers. If that creature is still in the area at the start of its next turn, an illusory scene plays out, repeating some terrible event that happened in the area. This vision typically lasts 1 minute. When the vision ends, all creatures in the area that saw the illusion must succeed on a {@dc 10} Wisdom saving throw or become {@condition frightened} of the area for the next {@dice 1d4} rounds. {@condition Frightened} creatures must take the {@action Dash} action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won't activate again for 24 hours."
			]
		},
		{
			"name": "Net Trap",
			"source": "XGE",
			"page": 113,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"effect": [
				"A net covering a 10-foot-by-10-foot area centered on the trip wire falls to the floor as a bell rings. Any creature fully within this area must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained}. A creature can use its action to make a {@dc 10} Strength check to try to free itself or another creature in the net. Dealing 5 slashing damage to the net (AC 10, 20hp) also frees a creature without harming the creature."
			],
			"trigger": [
				"A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the net falls on intruders. An iron bell is also rigged to the trip wire. It rings when the trap activates, alerting nearby guards."
			],
			"countermeasures": [
				"A successful {@dc 15} Wisdom ({@skill Perception}) check reveals the trip wire and the net. A successful {@dc 15} Dexterity check using {@item thieves' tools|phb} disables the trip wire without causing the net to drop or the bell to ring; failing the check causes the trap to activate."
			],
			"entries": [
				"Goblins, with their propensity to enslave their enemies, prefer traps that leave intruders intact so the victims can be put to work in the mines or elsewhere."
			]
		},
		{
			"name": "Path of Blades",
			"source": "XGE",
			"page": 118,
			"trapHazType": "CMPX",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"trigger": [
				"This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall."
			],
			"initiative": 3,
			"eActive": [
				"The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Whirling Blades (Initiative 20)",
							"entry": "The blades attack each creature in the first 80 feet of the hallway, with a +5 bonus to the attack roll and dealing 11 ({@damage 2d10}) slashing damage on a hit."
						},
						{
							"type": "item",
							"name": "Crushing Pillars (Initiative 10)",
							"entry": "Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."
						},
						{
							"type": "item",
							"name": "Rune of Fear (Initiative 10)",
							"entry": "Each creature in the 30-foot-long area beyond the Crushing Pillars must make a {@dc 15} Wisdom saving throw. On a failed saving throw, the creature becomes {@condition frightened} by the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. The {@condition frightened} creature can't move closer to the far end of the hallway until it uses its action to make a {@dc 15} Wisdom saving throw, which ends the {@condition frightened} condition on itself on a success."
						}
					]
				}
			],
			"eDynamic": [
				"The blades and the rune become more dangerous the longer the trap remains active.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Blades Accelerate",
							"entry": "The blades move with increasing speed, slowing only when they hit a target. Each time the blades miss with an attack, their next attack becomes harder to avoid. After each miss, the blades' attack bonus increases by 2, and their damage increases by 3 ({@damage 1d6}). These benefits apply until the blades hit a target, after which the values return to normal."
						},
						{
							"type": "item",
							"name": "Rune's Defense",
							"entry": "Tampering with the Rune of Fear increases the trap's power. Each successful check on an attempt to disable the rune increases the damage of the blades and the crushing pillars by 5 ({@damage 1d10}) and increases the rune's saving throw DC by 1."
						}
					]
				}
			],
			"eConstant": [
				"The Whirling Blades and the Rune of Fear affect each creature that ends its turn in an area affected by these elements.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Whirling Blades",
							"entry": "Any creature that ends its turn in the blades' area is targeted by an attack: +5 attack bonus; 5 (1d10) slashing damage on a hit."
						},
						{
							"type": "item",
							"name": "Rune of Fear",
							"entry": "Any creature that ends its turn within 30 feet of the far end of the corridor must make a saving throw against the Rune of Fear effect."
						}
					]
				}
			],
			"countermeasures": [
				"Each of the trap's active elements can be thwarted by particular countermeasures.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Whirling Blades",
							"entry": "Characters can smash the blades, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to -8. Ways to reduce it are described below."
						},
						{
							"type": "itemSub",
							"name": "Intelligence (Investigation), {@dc 15}",
							"entry": "As an action, a creature that can see the blades can attempt an Intelligence ({@skill Investigation}) check. A successful check means that the character has learned how to anticipate the blades' movement, imposing disadvantage on the blades' attacks against the creature while it isn't {@condition incapacitated}."
						},
						{
							"type": "itemSub",
							"name": "Attack",
							"entry": "A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2."
						},
						{
							"type": "itemSub",
							"name": "Dexterity check using thieves' tools, {@dc 15}",
							"entry": "Creatures can use {@item thieves' tools|phb} in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2."
						},
						{
							"type": "item",
							"name": "Crushing Pillars",
							"entry": "The pillars are not susceptible to countermeasures."
						},
						{
							"type": "item",
							"name": "Rune of Fear",
							"entry": "The rune can be disabled with three successful {@dc 15} Intelligence ({@skill Arcana}) checks. Each check requires an action. A creature must be at the end of the hallway to attempt the check, and only one creature can work on this task at once. Once a creature attempts a check for this purpose, no other character can do so until the end of that creature's next turn. Alternatively, the rune can be disabled with three successful castings of {@spell dispel magic} ({@dc 13}) targeting the rune."
						}
					]
				}
			],
			"entries": [
				"Hidden within a buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming {@quickref difficult terrain||3} until the 130-foot mark."
			]
		},
		{
			"name": "Pit Trap",
			"source": "XGE",
			"page": 114,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "moderate"
				}
			],
			"effect": [
				"The triggering creature must make a {@dc 10} Dexterity saving throw. On a successful save, the creature catches itself on the pit's edge or instinctively steps back. On a failed save, the creature falls into the pit and takes 3 ({@damage 1d6}) bludgeoning damage from the fall."
			],
			"trigger": [
				"Anyone who steps on the canvas might fall into the pit."
			],
			"countermeasures": [
				"A successful {@dc 10} Wisdom ({@skill Perception}) check reveals the presence of the canvas and the 1-foot-wide ledge around the edges of the pit where it is safe to travel."
			],
			"entries": [
				"The simplest of pit traps consists of a 10-foot-deep hole in the floor, concealed by tattered canvas that's covered with leaves and dirt to look like solid ground. This type of trap is useful for blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow for movement around it."
			]
		},
		{
			"name": "Pits",
			"source": "DMG",
			"page": 122,
			"srd": true,
			"reprintedAs": [
				"Hidden Pit|XDMG",
				"Spiked Pit|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				{
					"type": "entries",
					"name": "Simple Pit",
					"entries": [
						"A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.",
						"The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper)."
					]
				},
				{
					"type": "entries",
					"name": "Hidden Pit",
					"entries": [
						"A successful {@dc 15} Wisdom ({@skill Perception}) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful {@dc 15} Intelligence ({@skill Investigation}) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.",
						"When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.",
						"Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the {@spell arcane lock} spell or similar magic."
					]
				},
				{
					"type": "entries",
					"name": "Locking Pit",
					"entries": [
						"This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.",
						"A successful {@dc 20} Strength check is necessary to pry the cover open. The cover can also be smashed open (determine the cover's statistics using the guidelines in chapter 8). A character in the pit can also attempt to disable the spring mechanism from the inside with a {@dc 15} Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see.",
						"In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit."
					]
				},
				{
					"type": "entries",
					"name": "Spiked Pit",
					"entries": [
						"This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 ({@damage 2d10}) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a {@dc 13} Constitution saving throw, taking an 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one."
					]
				}
			]
		},
		{
			"name": "Poison Darts",
			"source": "DMG",
			"page": 123,
			"srd": true,
			"reprintedAs": [
				"Poisoned Darts|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				"When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.",
				"The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful {@dc 15} Intelligence ({@skill Investigation}) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.",
				"The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 ({@damage 1d4}) piercing damage and must succeed on a {@dc 15} Constitution saving throw, taking 11 ({@damage 2d10}) poison damage on a failed save, or half as much damage on a successful one."
			]
		},
		{
			"name": "Poison Needle",
			"source": "DMG",
			"page": 123,
			"srd": true,
			"reprintedAs": [
				"Poisoned Needle|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				"A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.",
				"When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 ({@damage 2d10}) poison damage, and must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 hour.",
				"A successful {@dc 20} Intelligence ({@skill Investigation}) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle.",
				"A successful {@dc 15} Dexterity check using {@item thieves' tools|phb} disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap."
			]
		},
		{
			"name": "Poison Needle Trap",
			"source": "XGE",
			"page": 114,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"effect": [
				"The triggering creature must make a {@dc 20} Constitution saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 10 minutes. While {@condition poisoned} in this way, the creature is {@condition paralyzed}. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}."
			],
			"trigger": [
				"Anyone attempting to pick or open the lock triggers the trap."
			],
			"countermeasures": [
				"A successful {@dc 20} Wisdom ({@skill Perception}) check reveals the needle, but only if a character inspects the lock. A successful {@dc 20} Dexterity check using {@item thieves' tools|phb} disables the needle, and a check with a total of 10 or lower triggers the trap."
			],
			"entries": [
				"A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a hoard. Such a trap is usually put in a chest or in the door to a treasure chamber."
			]
		},
		{
			"name": "Poisoned Darts",
			"source": "XDMG",
			"page": 101,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"trigger": [
				"A creature moves onto a pressure plate"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs, or skillfully hidden amid bas-reliefs, murals, or frescoes.",
				"Each creature in the darts' path must succeed on a {@dc 13} Dexterity saving throw or be struck by {@dice 1d3} darts, taking 3 ({@damage 1d6}) Poison damage per dart.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Search|XPHB} action, a creature can examine the walls and make a {@dc 15} Wisdom ({@skill Perception|XPHB}) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing.",
						"As a {@action Search|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a {@dc 15} Wisdom ({@skill Perception|XPHB}) check, detecting the pressure plate on a successful check. Wedging an {@item Iron Spikes|XPHB|Iron Spike} or a similar object under the pressure plate prevents the trap from triggering."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 ({@dice 2d6}) at levels 5\u201310, 14 ({@dice 4d6}) at levels 11\u201316, or 24 ({@dice 7d6}) at levels 17\u201320."
					]
				}
			],
			"hasFluffImages": true
		},
		{
			"name": "Poisoned Needle",
			"source": "XDMG",
			"page": 102,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"trigger": [
				"A creature opens the trap's lock improperly or fails to disarm the trap"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a {@dc 11} Constitution saving throw. On a failed save, the creature takes 5 ({@damage 1d10}) Poison damage and has the {@condition Poisoned|XPHB} condition for 1 hour. On a successful save, the creature takes half as much damage only.",
				{
					"type": "entries",
					"name": "Avoid",
					"entries": [
						"The trap doesn't trigger if the lock is opened using a {@spell Knock|XPHB} spell or similar magic."
					]
				},
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Search|XPHB} action, a creature can examine the trapped lock and make a {@dc 15} Wisdom ({@skill Perception|XPHB}) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful {@dc 15} Dexterity ({@skill Sleight of Hand|XPHB}) check. On a failed check, the creature triggers the trap."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Poison Damage",
								"Save DC"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"11 ({@damage 2d10})",
									"13"
								],
								[
									"11\u201316",
									"22 ({@damage 4d10})",
									"15"
								],
								[
									"17\u201320",
									"55 ({@damage 10d10})",
									"17"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Poisoned Tempest",
			"source": "XGE",
			"page": 120,
			"trapHazType": "CMPX",
			"rating": [
				{
					"tier": 3,
					"threat": "deadly"
				}
			],
			"trigger": [
				"This trap activates when a ruby is pried from one of the statues. Each statue's mouth slides open, revealing a 1-foot-wide pipe that runs down its throat."
			],
			"initiative": 3,
			"eActive": [
				"The trap fills the room with poison and other deadly effects.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Locked Doors (Initiative 20)",
							"entry": "The four doors to this room slam shut and are locked in place by magic. This effect activates only once, the first time the trap is triggered."
						},
						{
							"type": "item",
							"name": "Poison Gas (Initiative 20)",
							"entry": "Poison gas floods the room. Each creature inside must make a {@dc 20} Constitution saving throw, taking 33 ({@damage 6d10}) poison damage on a failed save, or half as much damage on a successful one."
						},
						{
							"type": "item",
							"name": "Tempest (Initiative 10)",
							"entries": [
								"Air and gas boils from the trap. Roll a d6, and consult the following table.",
								{
									"type": "table",
									"caption": "Tempest Effects",
									"colLabels": [
										"d6",
										"Effect"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Hallucinatory gas scrambles the mind and senses. All Intelligence and Wisdom checks made in the room have disadvantage until the Tempest element activates again."
										],
										[
											"2",
											"Explosive gas fills the area. If anyone holds an open flame, it causes an explosion. All creatures in the area must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The flame is then extinguished."
										],
										[
											"3",
											"Weakening gas fills the room. All Strength and Dexterity checks made in the room have disadvantage until the Tempest element activates again."
										],
										[
											"4",
											"Buffeting winds force each creature in the room to succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."
										],
										[
											"5",
											"Smoke fills the room. Visibility is reduced to 1 foot until the next time the Tempest element activates."
										],
										[
											"6",
											"Poison floods the room, forcing creatures to make saving throws as for the Poison Gas element."
										]
									]
								}
							]
						}
					]
				}
			],
			"eDynamic": [
				"The longer the poison gas remains in the room, the more lethal it becomes.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Increased Potency",
							"entry": "The damage from the Poison Gas element increases by 11 ({@damage 2d10}) each round after it activates, to a maximum of 55 ({@damage 10d10})."
						}
					]
				}
			],
			"countermeasures": [
				"There are a few ways that the trap can be overcome.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Open the Doors",
							"entry": "Opening the doors is the quickest way to circumvent the trap, but they are warded with magic. To open the doors, a character must first succeed on a {@dc 20} Wisdom ({@skill Perception}) check to find the locking mechanism. A successful {@dc 20} Intelligence ({@skill Arcana}) check is then required to disable the sphere of force that surrounds the lock ({@spell dispel magic} is ineffective against it). Success on a {@dc 20} Dexterity check using thieves' tools picks the lock. Finally, a successful {@dc 20} Strength ({@skill Athletics}) check is needed to push the door open. Each check requires an action."
						},
						{
							"type": "item",
							"name": "Disable the Statues",
							"entry": "A statue can be disabled by blocking the flow of gas from its mouth. Heavily damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison and psychic damage) or making a successful {@dc 20} Strength check to break it cracks the statue and increases the Poison Gas damage by 5 ({@damage 1d10}). A successful {@dc 20} Dexterity check using thieves' tools, or a successful {@dc 15} Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 ({@damage 1d10}). Once a character succeeds on the check, someone must remain next to the statue to keep it blocked up. When all four statues are blocked in this manner, the trap deactivates."
						}
					]
				}
			],
			"entries": [
				"This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in each statue are rubies worth 200 gp apiece."
			]
		},
		{
			"name": "Rolling Sphere",
			"source": "DMG",
			"page": 123,
			"srd": true,
			"reprintedAs": [
				"Rolling Stone|XDMG"
			],
			"trapHazType": "MECH",
			"entries": [
				"When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter rolling sphere of solid stone.",
				"With a successful {@dc 15} Wisdom ({@skill Perception}) check, a character can spot the trapdoor and pressure plate.",
				"A search of the floor accompanied by a successful {@dc 15} Intelligence ({@skill Investigation}) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.",
				"Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a {@hit +8} bonus. On its turn, it moves 60 feet in a straight line.",
				"The sphere can move through creatures' spaces, and creatures can move through its space, treating it as {@quickref difficult terrain||3}. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a {@dc 15} Dexterity saving throw or take 55 ({@damage 10d10}) bludgeoning damage and be knocked {@condition prone}.",
				"The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.",
				"As an action, a creature within 5 feet of the sphere can attempt to slow it down with a {@dc 20} Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat."
			]
		},
		{
			"name": "Rolling Stone",
			"source": "XDMG",
			"page": 102,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 3,
					"threat": "deadly"
				},
				{
					"tier": 4,
					"threat": "nuisance"
				}
			],
			"trigger": [
				"A creature moves onto a pressure plate"
			],
			"duration": [
				{
					"type": "special",
					"condition": "Until the stone stops rolling"
				}
			],
			"entries": [
				"When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.",
				"On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as {@variantrule Difficult Terrain|XPHB}. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed on a {@dc 15} Dexterity saving throw or take 55 ({@damage 10d10}) Bludgeoning damage and have the {@condition Prone|XPHB} condition.",
				"The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pressure plate and make a {@dc 15} Intelligence ({@skill Investigation|XPHB}) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering."
					]
				},
				{
					"type": "entries",
					"name": "Destroy the Stone",
					"entries": [
						"The stone is a Large object that has AC 17, HP 100, a {@variantrule Damage Threshold|XPHB} of 10, and {@variantrule Immunity|XPHB} to Poison and Psychic damage."
					]
				},
				{
					"type": "entries",
					"name": "Slow the Stone",
					"entries": [
						"As an action, a creature can try to slow down the stone with a {@dc 20} Strength ({@skill Athletics|XPHB}) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat."
					]
				}
			]
		},
		{
			"name": "Scything Blade Trap",
			"source": "XGE",
			"page": 114,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 2,
					"threat": "dangerous"
				}
			],
			"effect": [
				"Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a {@dc 15} Dexterity saving throw, taking 14 ({@damage 4d6}) slashing damage on a failed save, or half as much damage on a successful one."
			],
			"trigger": [
				"When the lever is pulled, the trap activates."
			],
			"countermeasures": [
				"The lever isn't hidden. A successful {@dc 15} Wisdom ({@skill Perception}) check involving the surfaces in the trap's area of effect reveals scrape marks and bloodstains on the walls and floor. A successful {@dc 15} Dexterity check using {@item thieves' tools|phb} disables the lever."
			],
			"entries": [
				"This trap uses moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like this kind of trap, since it can take down bigger creatures."
			]
		},
		{
			"name": "Sleep of Ages Trap",
			"source": "XGE",
			"page": 114,
			"trapHazType": "SMPL",
			"rating": [
				{
					"tier": 3,
					"threat": "deadly"
				}
			],
			"effect": [
				"When activated, this trap casts a {@spell sleep} spell centered on the pressure plate, using a 9th-level spell slot."
			],
			"trigger": [
				"Stepping on the pressure plate triggers this trap."
			],
			"countermeasures": [
				"A successful {@dc 20} Wisdom ({@skill Perception}) check reveals the pressure plate. A successful {@dc 20} Intelligence ({@skill Arcana}) check made within 5 feet of the pressure plate disables the trap, and a check with a total of 10 or lower triggers it. A successful {@spell dispel magic} ({@dc 19}) cast on the pressure plate destroys the trap."
			],
			"entries": [
				"When a sleep of ages trap activates, a pressure plate unleashes a spell that threatens to send intruders into a deep slumber. The dungeon's guardians can then more easily dispose of the sleepers."
			]
		},
		{
			"name": "Sphere of Annihilation",
			"source": "DMG",
			"page": 123,
			"srd": true,
			"trapHazType": "MAG",
			"entries": [
				"Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.",
				"A successful {@dc 20} Intelligence ({@skill Arcana}) check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal {@item sphere of annihilation}, as described in chapter 7, \"Treasure.\" Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the {@spell antipathy/sympathy} spell.",
				"A successful {@spell dispel magic} ({@dc 18}) removes this enchantment."
			]
		},
		{
			"name": "Sphere of Crushing Doom",
			"source": "XGE",
			"page": 119,
			"trapHazType": "CMPX",
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				}
			],
			"trigger": [
				"This trap activates as soon as the door leading to the jester's coffin is opened. A magic portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again."
			],
			"initiative": 1,
			"initiativeNote": "but see the dynamic element below",
			"eActive": [
				"Although the trap is complex in nature, it has a single active element. That's all it needs.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Sphere of Crushing Doom (Initiative 10)",
							"entry": "The trap's active element is a sphere of steel that almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each creature in the sphere's path must make a {@dc 20} Strength saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. Objects that block the sphere, such as a conjured wall, take maximum damage from the impact."
						}
					]
				}
			],
			"eDynamic": [
				"The longer it rolls, the more lethal the sphere becomes.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Speed Kills",
							"entry": "After its turn, the sphere gains speed, represented by its damage increasing by 11 ({@damage 2d10}). While its damage is 55 ({@damage 10d10}) or greater, it acts on initiative count 20 and 10."
						}
					]
				}
			],
			"countermeasures": [
				"The trap can be neutralized either by stopping the sphere or preventing it from teleporting.",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Stop the Sphere",
							"entry": "Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the sphere without being destroyed."
						},
						{
							"type": "item",
							"name": "Disrupt the Portals",
							"entries": [
								"Either portal can be neutralized with three successful {@dc 20} Intelligence ({@skill Arcana}) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 ({@damage 2d10}), as the disrupted sphere loses speed moving through the failing portal.",
								"Alternatively, a set of runes can be disabled with three successful castings of {@spell dispel magic} ({@dc 19}) targeting any of the runes in the set.",
								"If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape."
							]
						}
					]
				}
			],
			"entries": [
				"The court jester devised a deadly trap to foil anyone who sought to steal his magic fool's cap. The jester's tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall."
			]
		},
		{
			"name": "Spiked Pit",
			"source": "XDMG",
			"page": 103,
			"srd52": true,
			"trapHazType": "TRP",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"trigger": [
				"A creature moves onto the pit's lid"
			],
			"duration": [
				{
					"type": "instant"
				}
			],
			"entries": [
				"A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.",
				"A creature that falls into the pit lands at the bottom and takes 3 ({@damage 1d6}) Bludgeoning damage from the fall plus 9 ({@damage 2d8}) Piercing damage from the spikes.",
				{
					"type": "entries",
					"name": "Detect and Disarm",
					"entries": [
						"As a {@action Study|XPHB} action, a creature can examine the section of floor that forms the pit's lid and make a {@dc 15} Intelligence ({@skill Investigation|XPHB}) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an {@spell Arcane Lock|XPHB} spell or similar magic."
					]
				},
				{
					"type": "entries",
					"name": "Escape",
					"entries": [
						"A creature needs a Climb Speed, climbing gear, or magic such as a {@spell Spider Climb|XPHB} spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds."
					]
				},
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Pit Depth",
								"Damage"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"30 feet",
									"10 ({@damage 3d6}) Bludgeoning plus 13 ({@damage 3d8}) Piercing"
								],
								[
									"11\u201316",
									"60 feet",
									"21 ({@damage 6d6}) Bludgeoning plus 36 ({@damage 8d8}) Piercing"
								],
								[
									"17\u201320",
									"120 feet",
									"42 ({@damage 12d6}) Bludgeoning plus 57 ({@damage 13d8}) Piercing"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Surface of the Sun",
			"source": "BMT",
			"page": 30,
			"trapHazType": "MAG",
			"rating": [
				{
					"tier": 1,
					"threat": "dangerous"
				}
			],
			"entries": [
				{
					"type": "inset",
					"entries": [
						"Thick vines cover the walls of this high-ceilinged chamber. The chamber splits into three long, parallel hallways separated by brick walls that don't quite reach the ceiling. The ceiling emits a scorching, fiery light.",
						"At the far end of the rightmost hall, a large golden key is mounted on a sword rack. At the end of the middle hall is a pedestal shaped like a bird's upraised talon holding a silver orb. The wall at the end of the leftmost hall is molded into the shape of a large skull whose nose cavity looks like a keyhole."
					]
				},
				"Characters must use the large key to unlock the skull door. The silver orb is an enticing treasure, but it's out of the way, and every second of delay means more time spent under the ceiling's heat.",
				"Each hallway is 15 feet wide and 100 feet long. The ceiling is 50 feet high, and the brick walls are 40 feet tall.",
				{
					"type": "entries",
					"name": "Sun Damage",
					"entries": [
						"The blazing light that fills this trap room deals damage to every creature in the area. On initiative count 20 (losing ties), each creature in the area takes 5 ({@damage 1d10}) radiant damage."
					]
				},
				{
					"type": "entries",
					"name": "Talons Pedestal",
					"entries": [
						"The silver orb, which is 1 foot in diameter, can't be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 ({@damage 2d10}) slashing damage and has the {@condition grappled} condition (escape {@dc 15}) as the talons grab hold of it, releasing the orb. The talons have an AC of 19, 10 hit points, and immunity to poison and psychic damage.",
						"With a successful {@dc 12} Wisdom ({@skill Perception}) check, a character can spot the pressure plate that activates the talons through a narrow slit on the east side of the pedestal. A character can disable the pressure plate with a successful {@dc 13} Dexterity check using thieves' tools, which causes the talons to open. A Medium or Small creature {@condition grappled} by the talons can't reach this pressure plate.",
						"Undamaged, the silver orb is a valuable art object worth 500 gp."
					]
				},
				{
					"type": "entries",
					"name": "Oversized Key",
					"entries": [
						"This gold key is 4 feet long and weighs 100 pounds. One round after it is removed from the sword stand, it comes to life, revealing itself to be a living object (use the {@creature flying sword} stat block). The key does everything it can to return to its stand, attacking anyone who tries to stop it. If the key is destroyed by reducing it to 0 hit points, it must be repaired (such as with the {@spell Mending} spell) before it can be used in the skull door."
					]
				},
				{
					"type": "entries",
					"name": "Skull Door",
					"entries": [
						"The oversized key fits the skull sculpture's nose. Inserting the key and turning it clockwise unlatches the door, which swings inward."
					]
				},
				{
					"type": "entries",
					"name": "Vines",
					"entries": [
						"The plants that cover the walls are fragile from the scorching light and not helpful for climbing. A character must succeed on a {@dc 12} Strength ({@skill Athletics}) check to climb the walls."
					]
				}
			],
			"hasFluffImages": true
		},
		{
			"name": "Test of the Empty Moon",
			"source": "BMT",
			"page": 31,
			"trapHazType": "MECH",
			"rating": [
				{
					"tier": 1,
					"threat": "setback"
				}
			],
			"entries": [
				{
					"type": "inset",
					"entries": [
						"In the center of this square dungeon chamber, the floor drops into a massive silver bowl. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from the ceiling over each channel.",
						"A portcullis in the north wall blocks the way forward. Above the portcullis, a large glyph depicts a waxing crescent moon, its right edge illuminated by the faintest sliver of light. A large iron lever juts from the floor to the right of the portcullis."
					]
				},
				"Adding sufficient weight to a hidden scale beneath the bowl opens the portcullis.",
				{
					"type": "entries",
					"name": "Metal Bowl",
					"entries": [
						"The bowl is 30 feet wide and 20 feet deep and weighs 2,000 pounds. Its smooth texture and shape make it difficult terrain. A creature that enters the bowl or ends its turn inside it must succeed on a {@dc 15} Dexterity saving throw or have the {@condition prone} condition. The bowl is impossible to climb out of without assistance such as rope or magic. The bowl's lip is flush with the floor, but the bowl wobbles slightly if pushed."
					]
				},
				{
					"type": "entries",
					"name": "Weight Scale and Moon Glyph",
					"entries": [
						"Hidden beneath the bowl is an {@item Immovable Rod} that separates the bowl from a large weight scale just below it. The rod can be detected with the {@spell Detect Magic} spell. Deactivating the rod (see \"Lever\" below) causes it to fall away, dropping the bowl onto the scale. The rod can't be recovered from this room.",
						"Transmutation magic connects the scale to the moon glyph above the portcullis. As more weight is placed on the scale, the moon glyph above the portcullis gets fuller and glows brighter. When a total of 4,000 pounds of pressure is applied to the scale, the glyph is fully illuminated, like a full moon, and the portcullis opens. The portcullis remains open as long as the moon glyph remains full.",
						{
							"type": "inset",
							"entries": [
								"Under Pressure",
								"Canny characters might realize that shoving enemies into the bowl is a quick way to resolve the trap. Spells such as {@spell Telekinesis} or {@spell Levitate} could also feasibly add pressure to the scale beneath the bowl."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Lever",
					"entries": [
						"When the lever is pulled, a mechanism in the floor pushes the button that deactivates the {@item Immovable Rod}. The weight of the bowl causes the moon glyph to glow like a half moon. Simultaneously, valves open within the sewer pipes, releasing four oozes (see \"Monsters\" below) and a flood of water that pours from each pipe, down the channels on the floor, and into the bowl. The pipes release 1,000 pounds of water every minute. After 2 minutes, the bowl is full. After 4 minutes, several inches of water cover the floor, and enough water has poured into the room to illuminate the moon glyph; at this point, the flooding stops and the portcullis opens."
					]
				},
				{
					"type": "entries",
					"name": "Monsters",
					"entries": [
						"When the lever is pulled, four {@creature Ochre Jelly||ochre jellies} are released, one slithering from each pipe and crawling along the ceiling to drop on the characters. Each ochre jelly weighs 500 pounds."
					]
				}
			],
			"hasFluffImages": true
		}
	],
	"hazard": [
		{
			"name": "Arcane Effluence",
			"source": "NF",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Spoiled potions, broken magic items, or runoff from magical workshops can pollute waterways, creating a sludge called arcane effluence. While many Low Netherese individuals recognize the effluence's peculiar violet sheen, careless High Netherese mages usually don't even know such pollution exists.",
				"One patch of arcane effluence covers a 5-foot square, and creatures within 30 feet of it can smell its acrid, unnatural scent. A creature that comes into contact with arcane effluence takes 3 ({@dice 1d6}) Acid damage. The creature takes the damage again at the start of each of its turns until the effluence is scraped off (requiring an action) or destroyed.",
				"The {@spell Dispel Magic|XPHB} spell or a similar effect destroys arcane effluence."
			]
		},
		{
			"name": "Avalanche",
			"source": "IDRotF",
			"page": 10,
			"trapHazType": "WLD",
			"entries": [
				"The following rules can be used for rockslides as well as avalanches.",
				"An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.",
				"When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls {@condition prone}, and the creature must make a {@dc 15} Strength saving throw, taking {@damage 1d10} bludgeoning damage on a failed save, or half as much damage on a successful one.",
				"When an avalanche stops, the snow settles and buries creatures in it. A creature buried in this way is {@condition blinded} and {@condition restrained} and has {@quickref Cover||3||total cover}. The creature gains one level of {@condition exhaustion} for every 5 minutes it spends buried in the snow. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful {@dc 15} Strength ({@skill Athletics}) check. A creature that fails this check three times can't attempt to dig itself out again.",
				"A creature that is not restrained or {@condition incapacitated} can spend 1 minute freeing another creature buried in the snow. Once free, that creature is no longer blinded or restrained by the avalanche."
			]
		},
		{
			"name": "Avalanche",
			"source": "TCE",
			"page": 169,
			"trapHazType": "WLD",
			"entries": [
				"A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.",
				"When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls {@condition prone}, and the creature must make a {@dc 15} Strength saving throw, taking {@damage 1d10} bludgeoning damage on a failed save, or half as much damage on a successful one.",
				"When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is {@condition blinded} and {@condition restrained}, and it has {@quickref Cover||3||total cover}. The creature gains 1 level of {@condition exhaustion} for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the {@condition blinded} and {@condition restrained} conditions on itself with a successful {@dc 15} Strength ({@skill Athletics}) check. A creature that fails this check three times can't attempt to dig itself out again.",
				"A creature that is not {@condition restrained} or {@condition incapacitated} can spend 1 minute freeing a buried creature. Once free, that creature is no longer {@condition blinded} or {@condition restrained} by the avalanche."
			]
		},
		{
			"name": "Bile Lichen",
			"source": "FRAiF",
			"page": 96,
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"entries": [
				"Bile lichen is a toxic, green-yellow substance resembling vomit. It flourishes where extreme heat and cold mingle, such as at the steam-vent openings to Icewind Dale's Underdark. One patch of bile lichen covers a 5-foot square.",
				"If a patch of bile lichen is touched, it releases a cloud of spores that fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} and dissipates after {@dice 1d4} hours. When a creature enters the cloud for the first time on a turn or starts its turn there, the creature makes a {@dc 14} Constitution saving throw, taking 11 ({@dice 2d10}) Poison damage and contracting {@disease Lichen Plague|FRAiF} on a failed save (see \"{@book Magical Contagions|FRAiF|3|Magical Contagions}\" later in this chapter). On a successful save, the creature takes half as much damage only."
			]
		},
		{
			"name": "Blizzard",
			"source": "IDRotF",
			"page": 10,
			"trapHazType": "WTH",
			"entries": [
				"The blizzards that ravage Icewind Dale and harry travelers on the mountain pass are reflections of Auril's self-imposed isolation. A blizzard in Icewind Dale typically lasts {@dice 2d4} hours, and whenever the characters are caught in one, the following rules apply until it ends.",
				"A blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover.",
				"Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight due to blowing snow.",
				"Any creature that is {@status concentration||concentrating} on a spell in a blizzard must succeed on a {@dc 10} Constitution saving throw at the end of its turn or lose its {@status concentration} on the spell unless the creature is sheltered against the elements (for example, in an igloo).",
				{
					"type": "entries",
					"name": "Veering Off Course",
					"entries": [
						"It's easy to veer off course while traveling through a blizzard, and it's also easy for party members to become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass.",
						"If the characters travel during a blizzard, have the players designate one party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a {@dc 15} Wisdom ({@skill Survival}) check on behalf of the navigator. On a successful check, the party stays on course. On a failed check, the party wanders off course, putting its members no closer to their destination than they were at the start of that hour. If the check fails by 5 or more and the party members aren't tied together, one randomly determined party member becomes lost in the blizzard and separated from the others. If the group tries to reunite with its missing member, have the party members (including the missing one) make a {@dc 15} Wisdom ({@skill Survival}) group check at the end of each hour. If this group check succeeds, the missing party member is found, but no progress is made toward reaching the group's intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member."
					]
				}
			]
		},
		{
			"name": "Brown Mold",
			"source": "DMG",
			"page": 105,
			"reprintedAs": [
				"Brown Mold|XDMG"
			],
			"entries": [
				"Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the temperature within 30 feet of it is always frigid.",
				"When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 4d10}) cold damage on a failed save, or half as much damage on a successful one.",
				"Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is instantly destroyed."
			]
		},
		{
			"name": "Brown Mold",
			"source": "XDMG",
			"page": 76,
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				},
				{
					"tier": 3,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Brown mold resembles a furry, light-brown carpet. This fungus feeds on warmth, drawing heat from anything around itself. One patch of brown mold covers a 10-foot square, and the temperature within 30 feet of it is always frigid.",
				"When a creature enters a space within 5 feet of the mold for the first time on a turn or starts its turn there, the creature makes a {@dc 12} Constitution saving throw, taking 22 ({@damage 4d10}) Cold damage on a failed save or half as much damage on a successful one.",
				"Brown mold has {@variantrule Immunity|XPHB} to Fire damage, and any source of fire brought within 5 feet of it causes the mold to instantly expand across a surface and toward the fire, creating a new patch that covers a 10-foot square. A patch of brown mold exposed to an effect that deals any amount of Cold damage is destroyed instantly."
			]
		},
		{
			"name": "Burning",
			"source": "XPHB",
			"page": 362,
			"entries": [
				"A burning creature or object takes {@damage 1d4} Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the {@condition Prone|XPHB} condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
			]
		},
		{
			"name": "Calim Sandstorm",
			"source": "FRAiF",
			"page": 134,
			"trapHazType": "ENV",
			"entries": [
				"Sandstorms arise quickly in the Calim desert, scouring the flesh of those caught inside. A Calim sandstorm is typically at least 300 feet in diameter and lasts {@b {@dice 1d6}} hours.",
				"The area of a Calim sandstorm is {@variantrule Heavily Obscured|XPHB}, and open flames in the area are extinguished. A creature makes a {@dc 10} Constitution saving throw after each hour spent in a sandstorm's area. On a failed save, the creature gains 1 {@condition Exhaustion|XPHB} level."
			]
		},
		{
			"name": "Dead Magic Zone",
			"source": "XDMG",
			"page": 68,
			"trapHazType": "ENV",
			"entries": [
				"A dead magic zone is an area where the fabric of magic is torn. The effect is the same as the {@spell Antimagic Field|XPHB} spell, except that it is permanent and typically covers an area no more than 300 feet in diameter."
			]
		},
		{
			"name": "Deep Water",
			"source": "XDMG",
			"page": 68,
			"trapHazType": "ENV",
			"entries": [
				"Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a {@dc 10} Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level."
			]
		},
		{
			"name": "Dehydration",
			"source": "XPHB",
			"page": 365,
			"entries": [
				"A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 {@condition Exhaustion|XPHB} level at the day's end. {@condition Exhaustion|XPHB} caused by dehydration can't be removed until the creature drinks the full amount of water required for a day.",
				{
					"type": "table",
					"caption": "Water Needs per Day",
					"colLabels": [
						"Size",
						"Water"
					],
					"colStyles": [
						"col-6",
						"col-6"
					],
					"rows": [
						[
							"Tiny",
							"1/4 gallon"
						],
						[
							"Small",
							"1 gallon"
						],
						[
							"Medium",
							"1 gallon"
						],
						[
							"Large",
							"4 gallons"
						],
						[
							"Huge",
							"16 gallons"
						],
						[
							"Gargantuan",
							"64 gallons"
						]
					]
				}
			]
		},
		{
			"name": "Demon Ichor",
			"source": "BGDIA",
			"page": 78,
			"entries": [
				"Demon ichor is what remains behind after a demon dies. It's a reduction of demonic blood, viscera, and bodily fluids with the consistency and odor of bile.",
				"Enough demons die in Avernus that their ichor forms pools and small lakes. Although the ichor is harmless on most planes of existence, it can warp creatures on the Lower Planes. Devils and other creatures have found ways to use demon ichor in rituals and to improve the performance of infernal war machines (as described in {@adventure appendix B|BGDIA|11}).",
				"When a creature comes in direct contact with demon ichor in Avernus, it must make a {@dc 10} Constitution saving throw. Fiends, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature is magically warped by the ichor, as determined by rolling on the Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature.",
				{
					"type": "entries",
					"name": "Ichor-Coated Weapons",
					"entries": [
						"Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus that takes damage from a weapon coated with demon ichor suffers a flesh-warping transformation if it fails its saving throw (as described above). After hitting its target, the weapon is no longer coated with demon ichor."
					]
				},
				{
					"type": "table",
					"caption": "Flesh Warping",
					"colLabels": [
						"d100",
						"Effect"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"01\u201305",
							"The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned."
						],
						[
							"06\u201310",
							"The target's eyes push out of its head on the end of stalks."
						],
						[
							"11\u201315",
							"The target's hands grow claws, which can be used as daggers."
						],
						[
							"16\u201320",
							"One of the target's legs grows longer than the other, reducing its walking speed by 10 feet."
						],
						[
							"21\u201325",
							"The target's eyes become beacons, filling a 15-foot cone with dim light when they are open."
						],
						[
							"26\u201330",
							"A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet."
						],
						[
							"31\u201335",
							"The target's ears tear free from its head and scurry away; the target is {@condition deafened}."
						],
						[
							"36\u201340",
							"Two of the target's teeth turn into tusks."
						],
						[
							"41\u201345",
							"The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1)."
						],
						[
							"46\u201350",
							"The target's arms and legs switch places, preventing the target from moving unless it crawls."
						],
						[
							"51\u201355",
							"The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet."
						],
						[
							"56\u201360",
							"The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet."
						],
						[
							"61\u201365",
							"The target grows a whiplike tail, which it can use as a whip."
						],
						[
							"66\u201370",
							"The target's eyes turn black, and it gains {@sense darkvision} out to a range of 120 feet."
						],
						[
							"71\u201375",
							"The target swells, tripling its weight."
						],
						[
							"76\u201380",
							"The target becomes thin and skeletal, halving its weight."
						],
						[
							"81\u201385",
							"The target's head doubles in size."
						],
						[
							"86\u201390",
							"The target's ears become wings, giving it a flying speed of 5 feet."
						],
						[
							"91\u201395",
							"The target's body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage."
						],
						[
							"96\u201300",
							"The target grows another head, causing it to have advantage on saving throws against being {@condition charmed}, {@condition frightened}, or {@condition stunned}."
						]
					]
				}
			]
		},
		{
			"name": "Desecrated Ground",
			"source": "DMG",
			"page": 110,
			"trapHazType": "WLD",
			"entries": [
				"Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a {@spell detect evil and good} spell cast within range reveals its presence.",
				"Undead standing on desecrated ground have advantage on all saving throws.",
				"A vial of {@item holy water (flask)|phb|holy water} purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a {@spell hallow} spell purifies desecrated ground within its area."
			]
		},
		{
			"name": "Extreme Cold",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Extreme Cold|XDMG"
			],
			"trapHazType": "WTH",
			"entries": [
				"Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a {@dc 10} Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates."
			]
		},
		{
			"name": "Extreme Cold",
			"source": "XDMG",
			"page": 68,
			"trapHazType": "ENV",
			"entries": [
				"When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a {@dc 10} Constitution saving throw at the end of each hour or gain 1 {@condition Exhaustion|XPHB} level. Creatures that have {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Cold damage automatically succeed on the save."
			]
		},
		{
			"name": "Extreme Heat",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Extreme Heat|XDMG"
			],
			"trapHazType": "WTH",
			"entries": [
				"When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. The DC is 5 for the first hour and increases by 1 for each additional hour.",
				"Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates."
			]
		},
		{
			"name": "Extreme Heat",
			"source": "XDMG",
			"page": 68,
			"trapHazType": "ENV",
			"entries": [
				"When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 {@condition Exhaustion|XPHB} level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have {@variantrule Disadvantage|XPHB} on the save. Creatures that have {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Fire damage automatically succeed on the save."
			]
		},
		{
			"name": "Falling",
			"source": "XPHB",
			"page": 367,
			"entries": [
				"A creature that falls takes {@damage 1d6} Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of {@damage 20d6}. When the creature lands, it has the {@condition Prone|XPHB} condition unless it avoids taking any damage from the fall.",
				"A creature that falls into water or another liquid can use its {@variantrule Reaction|XPHB} to make a {@dc 15} Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
			]
		},
		{
			"name": "Falling into Water",
			"source": "TCE",
			"page": 170,
			"trapHazType": "WLD",
			"entries": [
				"A creature that falls into water or another liquid can use its reaction to make a {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
			]
		},
		{
			"name": "Falling onto a Creature",
			"source": "TCE",
			"page": 170,
			"trapHazType": "WLD",
			"entries": [
				"If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a {@dc 15} Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked {@condition prone}, unless it is two or more sizes larger than the falling creature."
			]
		},
		{
			"name": "Fireball Fungus",
			"source": "XDMG",
			"page": 76,
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				}
			],
			"entries": [
				"A fireball fungus is a Small, inanimate mushroom that can grow anywhere fungi are found in abundance. Its luminous, orange cap sheds {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet.",
				"A fireball fungus has AC 10, HP 6, and {@variantrule Immunity|XPHB} to Psychic damage. When it drops to 0 Hit Points, the fungus explodes as if a {@spell Fireball|XPHB} spell (save {@dc 15}) had been centered on it.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"The explosion of a fireball fungus causes other fireball fungi in the area of effect to explode as well. You can scale the hazard for higher levels by adding one additional fungus at levels 11\u201316 or three additional fungi at levels 17\u201320."
					]
				}
			]
		},
		{
			"name": "Flame Storm",
			"source": "TCE",
			"page": 163,
			"trapHazType": "EST",
			"entries": [
				"Sooty thunderclouds shot through with red and orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes {@damage 2d6} fire damage at the start of each of its turns. The droplets ignite any flammable objects that aren't being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom ({@skill Perception}) checks and ranged attack rolls.",
				"A flame storm usually lasts {@dice 2d4} minutes, though the originating storm clouds can persist for days, creating multiple flame storms."
			]
		},
		{
			"name": "Flaywind",
			"source": "TCE",
			"page": 163,
			"trapHazType": "EST",
			"entries": [
				"Supernaturally powerful winds\u2014like those from planes such as Pandemonium or Minethys, the third layer of Carceri\u2014can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes {@damage 1d4} slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit.",
				"A flaywind leaves {@dice 4d6} feet of sand or debris in its wake. A successful {@dc 15} Intelligence ({@skill Arcana}) or ({@skill Nature}) check or Wisdom ({@skill Survival}) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts {@dice 1d4 × 10} hours."
			]
		},
		{
			"name": "Frigid Water",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Frigid Water|XDMG"
			],
			"trapHazType": "WLD",
			"entries": [
				"A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a {@dc 10} Constitution saving throw or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water."
			]
		},
		{
			"name": "Frigid Water",
			"source": "XDMG",
			"page": 68,
			"trapHazType": "ENV",
			"entries": [
				"A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a {@dc 10} Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level. Creatures with {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB} to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water."
			]
		},
		{
			"name": "Glittermoss",
			"source": "NF",
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				},
				{
					"tier": 3,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Intense fields of unstable magic can produce a sparkling, multicolored moss called glittermoss. A patch of glittermoss covers a 5-foot square. Glittermoss is often found near {@book communal telepathy zones|NF|2|Communal Telepathy Zone} (see earlier in this chapter), though it doesn't grow in direct sunlight.",
				"A creature that comes into contact with glittermoss makes a {@dc 12} Constitution saving throw. On a failed save, the creature takes 11 ({@dice 2d10}) Radiant damage and has the {@condition Blinded|XPHB} condition. While Blinded in this way, the creature is illuminated by glittering spores and sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.",
				"Glittermoss spores can leap to nearby creatures. While an affected creature is Blinded due to glittermoss, any creature that starts its turn within the Bright Light the affected creature sheds makes a {@dc 12} Constitution saving throw, taking 11 ({@dice 2d10}) Radiant damage on a failed save or half as much damage on a successful one.",
				"Any amount of Fire or Necrotic damage destroys a patch of glittermoss instantly."
			]
		},
		{
			"name": "Green Slime",
			"source": "DMG",
			"page": 105,
			"reprintedAs": [
				"Green Slime|XDMG"
			],
			"entries": [
				"This acidic slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.",
				"A patch of green slime covers a 5-foot square, has {@sense blindsight} out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful {@dc 10} Dexterity saving throw. Otherwise, the slime can't be avoided as it drops.",
				"A creature that comes into contact with green slime takes 5 ({@damage 1d10}) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 ({@damage 2d10}) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.",
				"Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime."
			]
		},
		{
			"name": "Green Slime",
			"source": "XDMG",
			"page": 76,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.",
				"One patch of green slime covers a 5-foot square. Green slime has {@sense Blindsight|XPHB} with a range of 30 feet, and it drops from walls and ceilings when it detects movement below itself. Beyond that, it can't move. A creature aware of the slime's presence can avoid being struck by it with a successful {@dc 10} Dexterity saving throw.",
				"A creature that comes in contact with green slime takes 5 ({@damage 1d10}) Acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off (requiring an action) or destroyed. Against wood or metal, green slime deals 11 ({@damage 2d10}) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed.",
				"Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a patch of green slime."
			],
			"hasFluffImages": true
		},
		{
			"name": "Hailstorm",
			"source": "FRAiF",
			"page": 96,
			"trapHazType": "ENV",
			"entries": [
				"Hailstorms bombard travelers with falling ice. Creatures exposed to such conditions must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Advantage on the save."
			]
		},
		{
			"name": "Heavy Precipitation",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Heavy Precipitation|XDMG"
			],
			"trapHazType": "WTH",
			"entries": [
				"Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing."
			]
		},
		{
			"name": "Heavy Precipitation",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Everything within an area of heavy rain or heavy snowfall is {@variantrule Lightly Obscured|XPHB}, and creatures in the area have {@variantrule Disadvantage|XPHB} on all Wisdom ({@skill Perception|XPHB}) checks. Heavy rain also extinguishes open flames."
			]
		},
		{
			"name": "High Altitude",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"High Altitude|XDMG"
			],
			"trapHazType": "ENV",
			"entries": [
				"Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.",
				"Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments."
			]
		},
		{
			"name": "High Altitude",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see \"{@book Travel Pace|XDMG|1|Travel Pace}\" in {@book chapter 2|XDMG|1}).",
				"Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments."
			]
		},
		{
			"name": "Howling Wind",
			"source": "FRAiF",
			"page": 96,
			"trapHazType": "ENV",
			"entries": [
				"Icewind Dale's winds can reach incredible pitch and volume, making it impossible to hear. Creatures outdoors in howling winds have the {@condition Deafened|XPHB} condition."
			]
		},
		{
			"name": "Improvised Damage",
			"source": "DMG",
			"page": 249,
			"reprintedAs": [
				"Improvised Damage|XDMG"
			],
			"trapHazType": "GEN",
			"entries": [
				"In some cases you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",
				{
					"type": "table",
					"caption": "Improvising Damage",
					"colLabels": [
						"Dice",
						"Examples"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"{@damage 1d10}",
							"Burned by coals, hit by a falling bookcase, pricked by a poison needle"
						],
						[
							"{@damage 2d10}",
							"Being struck by lightning, stumbling into a fire pit"
						],
						[
							"{@damage 4d10}",
							"Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"
						],
						[
							"{@damage 10d10}",
							"Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"
						],
						[
							"{@damage 18d10}",
							"Being submerged in lava, being hit by a crashing flying fortress"
						],
						[
							"{@damage 24d10}",
							"Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"
						]
					]
				},
				"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",
				{
					"type": "table",
					"caption": "Damage Severity and Level",
					"colLabels": [
						"Character Level",
						"Setback",
						"Dangerous",
						"Deadly"
					],
					"colStyles": [
						"col-3 text-center",
						"col-3 text-center",
						"col-3 text-center",
						"col-3 text-center"
					],
					"rows": [
						[
							"1st-4th",
							"{@damage 1d10}",
							"{@damage 2d10}",
							"{@damage 4d10}"
						],
						[
							"5th-10th",
							"{@damage 2d10}",
							"{@damage 4d10}",
							"{@damage 10d10}"
						],
						[
							"11th-16th",
							"{@damage 4d10}",
							"{@damage 10d10}",
							"{@damage 18d10}"
						],
						[
							"17th-20th",
							"{@damage 10d10}",
							"{@damage 18d10}",
							"{@damage 24d10}"
						]
					]
				},
				"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.",
				"In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.",
				"As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."
			]
		},
		{
			"name": "Improvised Damage",
			"source": "XDMG",
			"page": 30,
			"trapHazType": "GEN",
			"entries": [
				"The Improvising Damage table gives guidelines for determining damage on the fly.",
				{
					"type": "table",
					"caption": "Improvising Damage",
					"colLabels": [
						"Damage",
						"Examples"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"{@damage 1d10}",
							"Burned by coals, hit by a falling bookcase, pricked by a poison needle"
						],
						[
							"{@damage 2d10}",
							"Struck by lightning, stumbling into a firepit"
						],
						[
							"{@damage 4d10}",
							"Hit by falling rubble in a collapsing tunnel, tumbling into a vat of acid"
						],
						[
							"{@damage 10d10}",
							"Crushed by compacting walls, hit by whirling steel blades, wading through lava"
						],
						[
							"{@damage 18d10}",
							"Submerged in lava, hit by a crashing flying fortress"
						],
						[
							"{@damage 24d10}",
							"Tumbling into a vortex of fire on the {@book Elemental Plane of Fire|XDMG|5|Elemental Plane of Fire}, crushed in the jaws of a godlike creature or a moon-size monster"
						]
					]
				},
				"The Damage Severity and Level table is a guide to how deadly these damage amounts are for characters of different levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",
				{
					"type": "table",
					"caption": "Damage Severity and Level",
					"colLabels": [
						"Character Levels",
						"Nuisance",
						"Deadly"
					],
					"colStyles": [
						"col-4 text-center",
						"col-4 text-right",
						"col-4 text-right"
					],
					"rows": [
						[
							"1\u20134",
							"5 ({@damage 1d10})",
							"11 ({@damage 2d10})"
						],
						[
							"5\u201310",
							"11 ({@damage 2d10})",
							"22 ({@damage 4d10})"
						],
						[
							"11\u201316",
							"22 ({@damage 4d10})",
							"55 ({@damage 10d10})"
						],
						[
							"17\u201320",
							"55 ({@damage 10d10})",
							"99 ({@damage 18d10})"
						]
					]
				},
				"Nuisance damage rarely poses a risk of death to characters of the levels shown, but a severely weakened character might be laid low by this damage.",
				"Deadly damage poses a significant threat to characters of the levels shown and could potentially kill such a character that's missing many {@variantrule Hit Points|XPHB}."
			]
		},
		{
			"name": "Inferno",
			"source": "XDMG",
			"page": 76,
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				},
				{
					"tier": 3,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Whenever an uncontrolled fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation.",
				"An inferno consists of at least four contiguous 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cubes} of fire. Each of the inferno's 10-foot Cubes can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding {@dice 1d4} new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out after {@dice 1d10} minutes.",
				"An inferno damages any vegetation or object that isn't being worn or carried that it touches, dealing 22 ({@damage 4d10}) Fire damage immediately and again at the end of each minute. Any creature that enters the inferno for the first time on a turn or starts its turn there takes 22 ({@damage 4d10}) Fire damage and is burning."
			]
		},
		{
			"name": "Lightning Strikes",
			"source": "FRAiF",
			"page": 135,
			"rating": [
				{
					"tier": 2,
					"threat": "deadly"
				}
			],
			"entries": [
				"Whenever an area of the Calim Desert is subjected to both strong wind and heavy precipitation (see the {@book Calim Desert Weather table|FRAiF|4|Calim Desert Weather}), there is a 25 percent chance a lightning storm forms. Creatures within the area of such a storm are at risk of lightning strikes.",
				"A lightning storm lasts for 1 hour. After each minute spent in the area of a lightning storm, a creature rolls {@b {@dice 1d6}}; on a 1, lightning streaks down to strike the creature. The creature makes a {@dc 15} Dexterity saving throw, taking {@b {@dice 3d10}} Lightning damage on a failed save or half as much damage on a successful one.",
				{
					"type": "entries",
					"name": "Detecting Lightning Storms",
					"entries": [
						"A creature that succeeds on a {@dc 10} Intelligence ({@skill Nature|XPHB}) or Wisdom ({@skill Survival|XPHB}) check predicts a lightning storm {@b {@dice 1d4}} hours before it forms in the vicinity."
					]
				}
			]
		},
		{
			"name": "Magical Mirage",
			"source": "FRAiF",
			"page": 134,
			"trapHazType": "ENV",
			"entries": [
				"Magical mirages are created by ambient magic. Such a mirage seems real, including sounds and smells appropriate to the thing depicted, but it can't deal damage or cause conditions. Physical inspection of the mirage reveals it to be an illusion, for things can pass through it.",
				"For example, a magical mirage might depict an oasis complete with local flora and fauna, but a creature wading into the oasis's pond would find only a sandy pit.",
				"Examples of magical mirages include lively oases, and pristine ancient temples.",
				{
					"type": "entries",
					"name": "Seeing through a Mirage",
					"entries": [
						"As a {@action Study|XPHB} action, a creature can inspect the image and make a {@dc 15} Intelligence ({@skill Investigation|XPHB}). If a creature discerns the mirage's nature, the mirage becomes faint to the creature."
					]
				}
			]
		},
		{
			"name": "Malnutrition",
			"source": "XPHB",
			"page": 371,
			"entries": [
				"A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a {@dc 10} Constitution {@variantrule Saving Throw|XPHB|saving throw} or gain 1 {@condition Exhaustion|XPHB} level at the day's end. A creature that eats nothing for 5 days automatically gains 1 {@condition Exhaustion|XPHB} level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.",
				"{@condition Exhaustion|XPHB} caused by malnutrition can't be removed until the creature eats the full amount of food required for a day.",
				{
					"type": "table",
					"caption": "Food Needs per Day",
					"colLabels": [
						"Size",
						"Food"
					],
					"colStyles": [
						"col-6",
						"col-6"
					],
					"rows": [
						[
							"Tiny",
							"1/4 pound"
						],
						[
							"Small",
							"1 pound"
						],
						[
							"Medium",
							"1 pound"
						],
						[
							"Large",
							"4 pounds"
						],
						[
							"Huge",
							"16 pounds"
						],
						[
							"Gargantuan",
							"64 pounds"
						]
					]
				}
			]
		},
		{
			"name": "Necrotic Tempest",
			"source": "TCE",
			"page": 163,
			"trapHazType": "EST",
			"entries": [
				"Storms infused with the essence of death roil with dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn't a construct or an undead must succeed on a {@dc 13} Constitution saving throw at the end of each minute or take {@damage 3d6} necrotic damage.",
				"A creature that dies in a necrotic tempest rises as a {@creature skeleton} or {@creature zombie} (your choice) {@dice 1d10} minutes later.",
				"A necrotic tempest lasts for {@dice 1d4} hours and leaves crops withered and wells undrinkable for {@dice 1d4} days after its passing."
			]
		},
		{
			"name": "Nonmagical Mirage",
			"source": "FRAiF",
			"page": 134,
			"trapHazType": "ENV",
			"entries": [
				"Nonmagical mirages range from simple illusions\u2014such creating the appearance of shimmering water a few miles away\u2014to complex illusions that mimic towering monsters lumbering across the horizon. Nonmagical mirages make no sound and move out of reach if approached.",
				"Examples of nonmagical mirages include distant shimmering water, far-off dragons, or floating lights."
			]
		},
		{
			"name": "Planar Effects",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Certain planes of existence\u2014and areas on the Material Plane affected by them\u2014have supernatural effects on creatures within them. Several examples are presented below. See {@book chapter 6|XDMG|5} for more information about the planes of existence.",
				{
					"type": "entries",
					"name": "Acheronian Bloodlust",
					"entries": [
						"The plane of {@book Acheron|XDMG|5|Acheron} rewards a creature for harming other creatures by imbuing it with the strength to keep fighting. While in Acheron or a region under its influence, a creature gains {@variantrule Temporary Hit Points|XPHB} equal to half its Hit Point maximum whenever it reduces another creature to 0 Hit Points."
					]
				},
				{
					"type": "entries",
					"name": "Arcadian Vitality",
					"entries": [
						"On the plane of {@book Arcadia|XDMG|5|Arcadia} and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them {@variantrule Immunity|XPHB} the {@condition Frightened|XPHB} and {@condition Poisoned|XPHB} conditions."
					]
				},
				{
					"type": "entries",
					"name": "Blessed Beneficence",
					"entries": [
						"On the plane of {@book Mount Celestia|XDMG|5|Mount Celestia} and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the {@spell Bless|XPHB} spell as long as they remain in an area of blessed beneficence. In addition, such a creature that finishes a Long Rest in the area gains the benefit of a {@spell Lesser Restoration|XPHB} spell."
					]
				},
				{
					"type": "entries",
					"name": "Gehennan Cruelty",
					"entries": [
						"On the plane of {@book Gehenna|XDMG|5|Gehenna} and in regions where its influence is felt, creatures are driven to loathe helping one another. Whenever a creature subject to Gehennan cruelty casts a spell, including a spell that restores Hit Points or removes a condition other than {@condition Invisible|XPHB}, the caster must succeed on a {@dc 10} Charisma saving throw, or the spell fails and is wasted."
					]
				},
				{
					"type": "entries",
					"name": "Winds of Pandemonium",
					"entries": [
						"The winds of {@book Pandemonium|XDMG|5|Pandemonium} are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a {@dc 10} Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains 1 {@condition Exhaustion|XPHB} level. The winds can't increase a creature's {@condition Exhaustion|XPHB} level above 3. Finishing a Long Rest doesn't reduce a creature's Exhaustion level unless the creature can somehow escape the winds."
					]
				}
			]
		},
		{
			"name": "Poisonous Gas",
			"source": "XDMG",
			"page": 77,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Poisonous gas is usually encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cubes}. The transparent gas carries a foul odor. The gas is continuously or periodically replenished by some natural or magical source, though a strong wind disperses the gas for 1 minute.",
				"Any creature that enters poisonous gas for the first time on a turn or starts its turn there makes a {@dc 12} Constitution saving throw, taking 5 ({@damage 1d10}) Poison damage on a failed save or half as much damage on a successful one. Creatures in the gas also have {@variantrule Disadvantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the hazard for higher levels by increasing the Poison damage and the save DC, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Poison Damage",
								"Save DC"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"11 ({@damage 2d10})",
									"14"
								],
								[
									"11\u201316",
									"22 ({@damage 4d10})",
									"16"
								],
								[
									"17\u201320",
									"55 ({@damage 10d10})",
									"18"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Psionic Field",
			"source": "FRAiF",
			"page": 96,
			"trapHazType": "ENV",
			"entries": [
				"Resonances from the Underdark touch those who venture too deep underground. Each creature in a psionic field must succeed on an Intelligence saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour.",
				"A creature that starts and finishes a Long Rest in a psionic field experiences disturbing dreams and vivid hallucinations. The creature has the {@condition Frightened|XPHB} condition for {@dice 1d10} minutes after the Long Rest, with the source of its fear being the first creature it saw on finishing the Long Rest."
			]
		},
		{
			"name": "Quicksand",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Quicksand Pit|XDMG"
			],
			"trapHazType": "WLD",
			"entries": [
				"A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks {@dice 1d4+1} feet into the quicksand and becomes {@condition restrained}. At the start of each of the creature's turns, it sinks another {@dice 1d4} feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the {@book suffocation|phb|8|suffocating} rules in the {@i Player's Handbook}).",
				"A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand."
			]
		},
		{
			"name": "Quicksand Pit",
			"source": "XDMG",
			"page": 77,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"A quicksand pit is 10 feet deep and covers the ground in a 10-foot square. A creature that enters the area sinks {@dice 1d4 + 1} feet into the quicksand and has the {@condition Restrained|XPHB} condition. At the start of each of the creature's turns, it sinks another {@dice 1d4} feet. As long as the creature isn't completely submerged in quicksand, it can take an action to try to escape, doing so with a successful Strength ({@skill Athletics|XPHB}) check ({@dc 10} plus the number of feet the creature has sunk into the quicksand). A creature that is completely submerged in quicksand has {@table Cover|XPHB|Total Cover} and the {@condition Blinded|XPHB} condition and risks suffocation.",
				"A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding on a Strength ({@skill Athletics|XPHB}) check ({@dc 5} plus the number of feet the creature has sunk into the quicksand).",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale this hazard for higher levels by making the pit deeper and increasing the number of feet a creature sinks at the start of each of its turns, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Pit Depth",
								"Sinking Rate"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"15 feet",
									"{@dice 1d6} feet"
								],
								[
									"11\u201316",
									"20 feet",
									"{@dice 1d8} feet"
								],
								[
									"17\u201320",
									"30 feet",
									"{@dice 1d10} feet"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Razorvine",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Razorvine|XDMG"
			],
			"trapHazType": "WLD",
			"entries": [
				"Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.",
				"When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a {@dc 10} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage from the razorvine's bladelike thorns."
			]
		},
		{
			"name": "Razorvine",
			"source": "XDMG",
			"page": 78,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11; HP 25; and {@variantrule Immunity|XPHB} to Bludgeoning, Piercing, and Psychic damage.",
				"When a creature comes into contact with razorvine for the first time on a turn, the creature must succeed on a {@dc 10} Dexterity saving throw or take 5 ({@damage 1d10}) Slashing damage from the bladelike thorns."
			]
		},
		{
			"name": "River Styx",
			"source": "XDMG",
			"page": 78,
			"rating": [
				{
					"tier": 3,
					"threat": "nuisance"
				}
			],
			"entries": [
				"The {@book River Styx|XDMG|5|River Styx} courses through the Lower Planes. Tasting or touching its waters can shatter a creature's intellect and personality, as well as strip away its memories. Certain Fiends are immune to the river's effects.",
				"Unless immune to the river's effects, a creature that drinks from the Styx, enters the river, or starts its turn in the river makes a {@dc 20} Intelligence saving throw. On a failed save, the creature takes 19 ({@damage 3d12}) Psychic damage and can't cast spells or take the {@action Magic|XPHB} action for 30 days. An affected creature can drink from the Styx and swim in its waters without suffering any additional effects.",
				"The effect can be ended only by the {@spell Greater Restoration|XPHB}, {@spell Heal|XPHB}, or {@spell Wish|XPHB} spell. If the effect isn't ended after 30 days, the effect becomes permanent and the creature loses all its memories. At that point, nothing short of a {@spell Wish|XPHB} spell or divine intervention can undo the effect.",
				"Water taken from the River Styx loses its potency after 24 hours, becoming a harmless, foul-tasting liquid. Arcanaloths, night hags, and other fell creatures might know rituals that can prolong the water's potency, at your discretion."
			]
		},
		{
			"name": "Rockslide",
			"source": "XDMG",
			"page": 78,
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				}
			],
			"entries": [
				"When a rockslide occurs, every creature in its path makes a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) Bludgeoning damage, has the {@condition Prone|XPHB} condition, and moves with the rockslide. On a successful save, a creature takes half as much damage only.",
				"When the rockslide stops, its space becomes {@variantrule Difficult Terrain|XPHB}, and all Prone creatures in its space are buried under rocks and debris. A creature buried in this way has the {@condition Restrained|XPHB} condition and has {@table Cover|XPHB|Total Cover}. As an action, a creature can try to crawl out from under the rock pile. If the creature succeeds on a {@dc 15} Strength ({@skill Athletics|XPHB}) check, it is no longer Restrained; instead, it has the {@condition Prone|XPHB} condition and is atop the rock pile. If the check fails, the creature remains buried and gains 1 {@condition Exhaustion|XPHB} level.",
				"A creature that has neither the Incapacitated nor the Restrained condition can spend 1 minute freeing another creature buried by the rockslide.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale this hazard for higher levels by increasing the Bludgeoning damage as follows: 22 ({@dice 4d10}) at levels 5\u201310, 55 ({@dice 10d10}) at levels 11\u201316, and 99 ({@dice 18d10}) at levels 17\u201320."
					]
				}
			]
		},
		{
			"name": "Rot Grub",
			"source": "VGM",
			"page": 208,
			"otherSources": [
				{
					"source": "MPMM",
					"page": 237
				}
			],
			"entries": [
				"Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.",
				"Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.",
				{
					"type": "entries",
					"name": "Single Rot Grub",
					"page": 237,
					"entries": [
						"Rot grubs pose a threat both singly and as a swarm. See the {@creature swarm of rot grubs|MPMM|stat block} for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.",
						"Any creature that comes into contact with a single rot grub must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}, as the rot grub burrows into the creature. The {@condition poisoned} creature takes 3 ({@damage 1d6}) poison damage at the end of each of its turns. Whenever the {@condition poisoned} creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} creature ends its turn with 0 hit points, it dies, as the rot grub kills it."
					]
				}
			]
		},
		{
			"name": "Russet Mold",
			"source": "VGM",
			"page": 196,
			"otherSources": [
				{
					"source": "MPMM",
					"page": 252
				}
			],
			"entries": [
				"Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and {@filter vegepygmies|bestiary|search=vegepygmy} in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with {@creature Vegepygmy|MPMM|vegepygmies} infesting the forest nearby.",
				"The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it.",
				{
					"type": "entries",
					"name": "Effects of the Mold",
					"entries": [
						"Any creature that comes within 5 feet of russet mold must make a {@dc 13} Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse."
					]
				},
				{
					"type": "entries",
					"name": "Destroying the Mold",
					"entries": [
						"Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area."
					]
				}
			]
		},
		{
			"name": "Shadowbark",
			"source": "NF",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Netheril's flying cities cast huge shadows over the ground below, sometimes cutting off trees from the sunlight for weeks or months. Due to the magic emanating from these flying cities, the trees below sometimes generate shadowbark: a purple-and-black, moss-like coating that looks like a splotchy bruise.",
				"Any creature that enters a space within 5 feet of shadowbark for the first time on a turn or starts its turn there makes a {@dc 12} Constitution saving throw. On a failed save, the creature takes 5 ({@dice 1d10}) Necrotic damage and can't regain Hit Points until the start of its next turn. On a successful save, the creature takes half as much damage only.",
				"Any amount of Radiant damage destroys shadowbark instantly.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"Shadowbark can spread quickly in a forest, growing in strength. You can scale the hazard for higher levels by increasing the Necrotic damage and save DC, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Necrotic Damage",
								"Save DC"
							],
							"colStyles": [
								"col-2 text-center",
								"col-8",
								"col-2 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"11 ({@dice 2d10})",
									"14"
								],
								[
									"11\u201316",
									"22 ({@dice 4d10})",
									"16"
								],
								[
									"17\u201320",
									"55 ({@dice 10d10})",
									"18"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Sinkhole",
			"source": "FRAiF",
			"page": 135,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Sinkholes occur when sand fills the top half of a large cavity in rock or other hard earth. When a creature steps onto the sand, the ground collapses down into the bottom half of the cavity, injuring those caught in the sinkhole and leaving them stranded below the surface.",
				"As a {@action Search|XPHB} action, a creature can detect a sinkhole with a successful {@dc 15} Wisdom ({@skill Perception|XPHB}) check. Once a sinkhole is spotted, it can usually be avoided by moving around it.",
				"A creature that walks onto a sinkhole must succeed on a {@dc 10} Dexterity check or fall 10 feet to the bottom of the sinkhole. A creature without a Climb Speed can climb out of the sinkhole with a successful {@dc 15} Strength ({@skill Athletics|XPHB}) check.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the hazard for higher levels by increasing the sinkhole's depth, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Sinkhole Depth"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"5\u201310",
									"30 feet"
								],
								[
									"11\u201316",
									"60 feet"
								],
								[
									"17\u201320",
									"120 feet"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Slippery Ice",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Slippery Ice|XDMG"
			],
			"trapHazType": "WLD",
			"entries": [
				"Slippery ice is {@quickref difficult terrain||3}. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a {@dc 10} Dexterity ({@skill Acrobatics}) check or fall {@condition prone}."
			]
		},
		{
			"name": "Slippery Ice",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Slippery ice is {@variantrule Difficult Terrain|XPHB}. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a {@dc 10} Dexterity saving throw or have the {@condition Prone|XPHB} condition."
			]
		},
		{
			"name": "Strong Wind",
			"source": "DMG",
			"page": 110,
			"reprintedAs": [
				"Strong Wind|XDMG"
			],
			"trapHazType": "WTH",
			"entries": [
				"A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom ({@skill Perception}) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.",
				"A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on sight."
			]
		},
		{
			"name": "Strong Wind",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Strong wind imposes {@variantrule Disadvantage|XPHB} on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.",
				"A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom ({@skill Perception|XPHB}) checks."
			]
		},
		{
			"name": "Suffocation",
			"source": "XPHB",
			"page": 376,
			"entries": [
				"A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 {@condition Exhaustion|XPHB} level at the end of each of its turns. When a creature can breathe again, it removes all levels of {@condition Exhaustion|XPHB} it gained from suffocating."
			]
		},
		{
			"name": "Thin Ice",
			"source": "DMG",
			"page": 111,
			"reprintedAs": [
				"Thin Ice|XDMG"
			],
			"trapHazType": "WLD",
			"entries": [
				"Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through."
			]
		},
		{
			"name": "Thin Ice",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"Thin ice has a weight tolerance of {@dice 3d10 × 10} pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is {@hazard frigid water|XDMG}."
			]
		},
		{
			"name": "Thrym's Howl",
			"source": "TCE",
			"page": 163,
			"trapHazType": "EST",
			"entries": [
				"These bone-chilling blizzards drive a wall of wind and snow like a living glacier. The storm projects {@hazard extreme cold} (see the {@book Dungeon Master's Guide|DMG}). Due to the howling wind and dense blue-white ice particles, the area in the storm is heavily obscured, and ranged attack rolls and Wisdom ({@skill Perception}) checks made within it have disadvantage.",
				"Any creature exposed to the storm at the start of its turn takes {@damage 2d6} cold damage and can't regain hit points until it spends at least 1 hour in a warm environment. A creature that dies in the storm freezes solid. Creatures that are immune to cold damage are immune to the effects of the storm and can see normally within it.",
				"Thrym's howl typically lasts {@dice 2d10} hours."
			]
		},
		{
			"name": "Vicious Vine",
			"source": "XDMG",
			"page": 78,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Vicious vines are animated by magic. They often cling to doorways, archways, walls, and statuary. Until a vicious vine moves, there's nothing to distinguish it from an inanimate vine.",
				"Each vicious vine has AC 11; HP 16; and Immunity to Bludgeoning, Piercing, and Psychic damage. When a creature enters a space within 5 feet of the vine for the first time on a turn or starts its turn there, the vine tries to coil around that creature. The target must succeed on a {@dc 12} Dexterity saving throw or have the {@condition Grappled|XPHB} condition (escape {@dc 12}). While Grappled in this way, the target takes 5 ({@damage 1d10}) Necrotic damage from the vine's life-draining thorns at the start of each of the target's turns. The vine can grapple only one creature at a time.",
				"As an {@action Influence|XPHB} action, a character under the effect of a {@spell Speak with Plants|XPHB} spell or similar magic can try to persuade the vine to release its victim, doing so with a successful {@dc 10} Charisma ({@skill Persuasion|XPHB}) check. A creature released by the vine in this way won't be attacked by that vine again for the next 24 hours.",
				{
					"type": "entries",
					"name": "At Higher Levels",
					"entries": [
						"You can scale the hazard for higher levels by increasing the Necrotic damage, the save DC, and the escape DC, as shown in the following table.",
						{
							"type": "table",
							"colLabels": [
								"Levels",
								"Necrotic Damage",
								"Save/Escape DC"
							],
							"colStyles": [
								"col-2 text-center",
								"col-5 text-center",
								"col-5 text-center"
							],
							"rows": [
								[
									"5\u201310",
									"11 ({@damage 2d10})",
									"14"
								],
								[
									"11\u201316",
									"22 ({@damage 4d10})",
									"16"
								],
								[
									"17\u201320",
									"55 ({@damage 10d10})",
									"18"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Webs",
			"source": "DMG",
			"page": 105,
			"reprintedAs": [
				"Webs|XDMG"
			],
			"entries": [
				"Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are {@quickref difficult terrain||3}. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a {@dc 12} Dexterity saving throw or become {@condition restrained} by the webs. A {@condition restrained} creature can use its action to try to escape, doing so with a successful {@dc 12} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.",
				"Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage."
			]
		},
		{
			"name": "Webs",
			"source": "XDMG",
			"page": 79,
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are {@variantrule Difficult Terrain|XPHB}.",
				"A creature that enters a web-filled area for the first time on a turn or starts its turn there must succeed on a {@dc 12} Dexterity saving throw or have the {@condition Restrained|XPHB} condition. As an action, a creature Restrained by the webs can try to escape from them, doing so with a successful {@dc 12} Strength ({@skill Athletics|XPHB}) or Dexterity ({@skill Acrobatics|XPHB}) check.",
				"Each 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of webs has AC 10; HP 15; Vulnerability to Fire damage; and Immunity to Piercing, Poison, and Psychic damage."
			],
			"hasFluffImages": true
		},
		{
			"name": "Wild Magic Zone",
			"source": "XDMG",
			"page": 69,
			"trapHazType": "ENV",
			"entries": [
				"A past magical disaster or uncontrolled surge of power in a particular place can cause the fabric of magic to unravel, creating a wild magic zone. In such an area, which is typically no more than 300 feet in diameter, magic behaves unpredictably.",
				"Whenever a creature expends a spell slot to cast a spell in a wild magic zone, roll {@dice 1d20}. If you roll a 20 on the die, roll on the {@table Wild Magic Surge|XPHB} table in the {@book Player's Handbook|XPHB} to create a magical effect."
			]
		},
		{
			"name": "Wildstorm",
			"source": "NF",
			"rating": [
				{
					"tier": 1,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Areas of unstable magic can spin into small, translucent tornadoes called wildstorms. A wildstorm fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. It has a Speed of 50 feet. Each round on Initiative count 0 (losing ties), a wildstorm moves toward the nearest creature and stops in its space. A wildstorm dissipates after {@dice 1d4} minutes.",
				"A creature that enters a wildstorm for the first time on a turn or starts its turn there is subjected to a random effect on the Wildstorm Effects table.",
				{
					"type": "table",
					"caption": "Wildstorm Effects",
					"colLabels": [
						"1d20",
						"Effect"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"1\u20132",
							"The wildstorm becomes momentarily incendiary around the creature. The creature takes 2 ({@dice 1d4}) Fire damage and is burning."
						],
						[
							"3\u20136",
							"Shards of magical force whirl past the creature. The creature makes a {@dc 12} Dexterity saving throw, taking 5 ({@dice 1d10}) Force damage on a failed save or half as much damage on a successful one."
						],
						[
							"7\u201310",
							"The wildstorm momentarily manifests toxic vapors around the creature. The creature must succeed on a {@dc 12} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 minute. If the creature already has the Poisoned condition, it instead takes 5 ({@dice 2d4}) Poison damage."
						],
						[
							"11\u201313",
							"The creature hears mental cacophony and makes a {@dc 12} Wisdom saving throw, taking 5 ({@dice 1d10}) Psychic damage on a failed save or half as much damage on a successful one. Whether the saving throw succeeds or fails, the creature gains telepathy with a range of 10 feet for 1 minute."
						],
						[
							"14\u201317",
							"The storm renders the creature more susceptible to its other erratic effects. The creature has Vulnerability to Fire, Force, Poison, and Psychic damage for 1 minute."
						],
						[
							"18\u201319",
							"The creature's skin hardens. The creature gains a +2 bonus to AC for 1 minute."
						],
						[
							"20",
							"The creature has the {@condition Invisible|XPHB} condition for 1 minute."
						]
					]
				}
			]
		},
		{
			"name": "Witchbriars",
			"source": "NF",
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				},
				{
					"tier": 2,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Some Low Netherese witches can enchant a patch of thorns to lash out at passersby. These enchanted thorn patches, called witchbriars, are often meant to ensnare Netherese mages who mistreat their workers, though witchbriars don't discriminate once they're animated. Witchbriars resemble an ordinary patch or hedge of thorny vines.",
				"A patch of witchbriars occupies a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} and has AC 11; HP 30; and Immunity to Bludgeoning, Piercing, and Psychic damage. When a creature casts a spell using a spell slot within 10 feet of witchbriars, thorny vines reach out to entwine the creature. The creature must succeed on a {@dc 14} Strength saving throw or have the {@condition Grappled|XPHB} condition (escape {@dc 14}). Druids automatically succeed on this saving throw. While the target is Grappled in this way, it has the {@condition Restrained|XPHB} condition and takes 11 ({@dice 2d10}) Piercing damage at the start of each of its turns. One patch of witchbriars can grapple up to four creatures at a time.",
				"Any amount of Fire damage destroys a patch of witchbriars instantly."
			],
			"hasFluffImages": true
		},
		{
			"name": "Yellow Mold",
			"source": "DMG",
			"page": 105,
			"reprintedAs": [
				"Yellow Mold|XDMG"
			],
			"entries": [
				"Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a {@dc 15} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.",
				"Sunlight or any amount of fire damage instantly destroys one patch of yellow mold."
			]
		},
		{
			"name": "Yellow Mold",
			"source": "XDMG",
			"page": 79,
			"rating": [
				{
					"tier": 1,
					"threat": "deadly"
				},
				{
					"tier": 2,
					"threat": "nuisance"
				}
			],
			"entries": [
				"Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube}. Any creature in that area must succeed on a {@dc 15} Constitution saving throw or take 11 ({@damage 2d10}) Poison damage and have the {@condition Poisoned|XPHB} condition for 1 minute. While Poisoned in this way, the creature takes 5 ({@damage 1d10}) Poison damage at the start of each of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.",
				"Direct sunlight or any amount of Fire damage destroys a patch of yellow mold."
			]
		},
		{
			"name": "Zlanic Chardalyn",
			"source": "FRAiF",
			"page": 96,
			"rating": [
				{
					"tier": 3,
					"threat": "nuisance"
				}
			],
			"entries": [
				"When {@creature Zlan|FRAiF} focuses on a piece of chardalyn, the material becomes charged with negative energy and acts as a conduit for Zlan's will. A creature touching chardalyn charged in this way makes a {@dc 12} Charisma saving throw. On a failed save, the creature is subject to one of the following effects (DM's choice), each of which ends 1 minute after the creature ceases to touch the stone:",
				{
					"type": "list",
					"items": [
						"The creature has the {@condition Frightened|XPHB} condition.",
						"The creature has the {@condition Stunned|XPHB} condition.",
						"The creature is {@condition Charmed|XPHB} by Zlan and regards anyone who would separate it from the chardalyn as an enemy."
					]
				}
			]
		}
	]
}
