TEXT: Written by Matthew J. Finch and Philip Reed
  Ronin Arts steps back in time to an age of excessive violence, deep dungeons,  
  wandering monsters, and late-night gaming excitement! DUNGEON HAZARDS, the latest 
  release in Ronin Art’s FIRST EDITION FANTASY series, features almost 100 slimes, molds, fogs, 
  environmental, terrain and other hazards for use with OSRICTM or any other first edition-
  style game system. 
  This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). 
  The OSRICTM system text may be found at http://www.knights-n-knaves.com/osric.
  
   Sourcebook #1
  DUNGEON HAZARDS
  Written by Matthew J. Finch and Philip Reed
  Ronin Arts steps back in time to an age of excessive violence, deep dungeons, 
  wandering monsters, and late-night gaming excitement! DUNGEON HAZARDS, the latest re-
  lease in Ronin Art’s FIRST EDITION FANTASY series, features almost 100 slimes, molds, fogs, envi-
  ronmental, terrain and other hazards for use with OSRICTM or any other first edition-style game 
  system. 
  This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). The 
  OSRICTM system text may be found at http://www.knights-n-knaves.com/osric.
  
  
  Introduction
  Over twenty years ago, during one of my first game sessions in which we explored a dungeon, my fighter/
  magic-user encountered a dark, sticky green substance that devoured his sword, swallowed one of his 
  companions, and otherwise made a mess of things. At the time my imagination ran wild – having never 
  even looked inside any of the books – and it was with that wild imagination that I sat down to create the 
  hazards found in the following pages.
  Sort of.
  You see, the hazards that appear in this book were first written for use with the d20 game. I had been 
  searching for something new to write when I stumbled across a short PDF that collected existing hazards 
  from various sources. From that one encounter I ended up writing almost all of the hazards that follow (my 
  co-author and OSRIC rules expert, Matt Finch, contributed hazards of his own creation to the final product), 
  releasing them spread across a number of different PDFs and a subscription service that was running at the 
  time. With the release of OSRIC, though, and my renewed appreciation for the wonder and ease of use of 
  first edition-style games, it made perfect sense to adapt the hazards – which were always written with “old 
  school” dungeon crawls in mind – to the OSRIC system.
  I hope that you find this material useful in your campaign. Without the contributions of Matt and the 
  proofreaders and artists (see p. 33), this project would still be sitting on my computer waiting for me to find 
  time to assemble it into a useful tool for game referees. Thank those contributors, please, since their work is 
  rarely appreciated enough.
  -- Philip Reed
  September, 2006
  Introduction....................2
  Environmental.and.
  Terrain.Hazards..............3
  Air,.Still............................................................3
  Air,.Necromantic...........................................3
  Cave.Ducks...................................................3
  Chasm............................................................3
  Collapsing.Chamber.....................................3
  Crumbling.Stairs.............................................4
  Crystal,.Harmonic..........................................4
  Dangerously.Hot.Floors.................................5
  Destroyed.Floor..............................................5
  Dry.Haze.........................................................5
  Falling.Trees....................................................6
  Floodfalls........................................................6
  Arcane.Floodfalls..........................................6
  Ghost’s.Grave................................................7
  Monolith,.Spark..............................................7
  Pool,.Boiling....................................................8
  Pool,.Lava.......................................................8
  Pool,.Profane..................................................8
  Red.Button......................................................9
  Rocky.Ground................................................9
  Spell.Towers....................................................9
  Stone.Egg.......................................................9
  Slickstone.....................................................10
  Stunspray......................................................10
  Terror.Stones.................................................10
  Thorn.Patch..................................................11
  Treasure-Covered.Floor..............................11
  Vent,.Poison.................................................11
  Vent,.Steam..................................................12
  Traditional.Hazards......12
  Bridgeweed..................................................13
  Cave.Blanket...............................................13
  Desertbloom................................................14
  Dragonbloom...............................................14
  Druid’s.Kiss....................................................15
  Fog,.Abyssal.................................................15
  Fog,.Acidic...................................................16
  Fog,.Crimson................................................16
  Fog,.Draconic..............................................17
  Fog,.Dragon’s.Breath...................................17
  Fog,.Frigid.....................................................17
  Fog,.Efreet’s..................................................18
  Fog,.Magnetic..............................................18
  Fog,.Necromantic.......................................18
  Fog,.Putrid.....................................................19
  Fog,.Soul.Eating...........................................19
  Soul.Eater......................................................20
  Forestbloom....................................................20
  Heatburst.Cactus.........................................21
  Lichen,.Blood...............................................21
  Lichen,.Harmonic........................................21
  Mold,.Arcanebleed.....................................22
  Mold, Coffin..................................................22
  Mold,.Dark....................................................22
  Mold,.Doppleganger..................................22
  Mold,.Hunter’s..............................................23
  Mold,.Scarlet................................................23
  Mold,.Wilting................................................23
  Moss,.Door....................................................23
  Moss,.Shadow..............................................24
  Moss,.Sleep..................................................24
  Moss,.Tsathogga’s.Bog................................24
  Mushrooms,.Green.Draco..........................25
  Mushrooms,.Harmonic................................25
  Mushrooms,.Pit.............................................25
  Mushrooms,.Planar......................................26
  Slime,.Arcane..............................................26
  Slime,.Baphomet’s.Saliva...........................26
  Slime,.Bone..................................................27
  Slime,.Leaf....................................................28
  Slime,.Necrotic............................................28
  Slime,.Snowfall.............................................28
  Slime,.Spectral.............................................28
  Slime,.Spell...................................................29
  Slime,.Starfallen...........................................30
  Slime,.Unholy...............................................30
  Slime,.Winter.................................................30
  Swollen.Corpse............................................31
  Victimweed..................................................31
  Vines,.Stumbletrap......................................31
  Other.Hazards..............32
  Bark.Grubs....................................................32
  Gold.Beetles.................................................32
  Owl.of.Despair.............................................32
  Worm,.Treasure............................................33
  Contents
  
  Environmental and 
  Terrain Hazards
  Air, Still
  Still air is an unusual natural event in which a 
  bizarre magical phenomenon releases air from the 
  Elemental Plane of Air into a small area of a Material 
  Plane world. Within the affected area – which may 
  be any size from an area not more than five feet in 
  diameter to a vast region covering hundreds of miles 
  – the air is perfectly still. Animals in the affected area, 
  unnerved by these strange conditions, become 
  frightened and refuse to remain in the area until the 
  phenomenon ends. 
  A pocket of still air typically lasts for 3d6 hours though 
  ancient reports seem to indicate that the conjunction 
  of elemental and material planes sometimes lasts for 
  years at a time. One bardic tale tells of a small farming 
  community that was completely abandoned when 
  a pocket of still air persisted in the region for over 
  a decade. According to the tale the community 
  still stands, run down and abandoned, the haunt 
  of monsters and bandits. There is no known power 
  strong enough to dispel a pocket of still air.
  Air, Necromantic
  The most foul and dreaded of necromancers, with 
  their blasphemous knowledge, can fill the very air 
  around them with dark, almost tangible evil power 
  when a great number of spirits are forced into 
  undeath as the necromancer’s slaves. An evil cleric 
  (7th-level or higher, and with the proper training or 
  possession of certain evil librams) may – by willingly 
  suffering the temporary loss of a point of Constitution 
  (duration 1d6 days) when casting animate dead 
  – fill the air with this unspeakably vile necromantic 
  power. The necromantic air fills a sphere with a radius 
  equal to twice the cleric’s level in feet, and lasts for 
  a number of days equal to half the cleric’s wisdom 
  score. The air remains affected by this unholy talent 
  for a number of days equal to one-half the caster’s 
  Wisdom (round down).
  Good-aligned characters and creatures that enter 
  an area of necromantic air automatically suffer d6 
  points of damage every round that they remain 
  in the affected area – no save allowed. Undead 
  creatures that enter the affected area gain a + 
  bonus to all attack and damage rolls for a number 
  of rounds equal to the necromancer’s level.
  A paladin or cleric who enters the area and 
  successfully turns undead (as a vampire) can dispel 
  the effect.
  Cave Ducks
  Cave ducks are adapted to underground life, often 
  kept as domestic poultry by enterprising dwellers of 
  the subterranean realms.  How else might dwarves 
  eat roast duck with their ale? Cave duck eyes 
  glitter from their enhanced darkvision, but these are 
  basically normal ducks.  Ducks are not, of course, a 
  hazard.  However, convincing a party of adventurers 
  that the glittery-eyed ducklings swimming happily 
  in the pool ahead aren’t dangerous?  Not likely. 
  Obviously the whole situation must be an elaborate 
  plot by the Game Master!  Torches will burn low, and 
  wandering monster checks will accumulate as the 
  party makes plans to deal with the obvious peril. 
  Time itself is a hazard in the dungeon environment, 
  and a pool of ducklings may occupy considerable 
  time and possibly even precious resources.  A party 
  that fireballs a pond of ducklings will never live it 
  down.
  Chasm
  Chasms are normal dungeon fare, of course, but it’s 
  always worthwhile to take an old favorite and spice 
  it up with some sort of additional or unexpected risk 
  to challenge the players.  Consider a few ways of 
  spicing up one of these deep holes in the ground. 
  The edge of the chasm might be slippery (from 
  running water, perhaps, by growths of slippery 
  algae, by means of magic, or even from bear fat 
  spread by humanoids).  The chasm’s location might 
  be displaced, seeming to be in one location when 
  it is actually a few feet closer.  The illusory chasm is, 
  of course, always good for player-nervousness, and 
  so is the chasm with a magical bridge of force that 
  seems to be blinking in and out of existence.  Perhaps 
  the chasm vents a constant waft of poisonous gas, 
  or some unusual type of fog (many fogs are listed 
  below); and these might only be thick enough to be 
  dangerous in the middle of the chasm.  A chasm with 
  crumbling edges, where the players have to decide 
  how close their characters should approach, can 
  cause interesting situations, and so can chasms that 
  generate abnormal temperatures.
  Collapsing Chamber
  Either through natural causes (such as an earthquake) 
  or artificial causes (such as a room rigged to 
  collapse), adventurers sometimes find themselves 
  forced to move through or flee a cavern chamber 
  or dungeon room as it is collapsing around them. 
  3
  
  There are, of course, a myriad of different ways 
  for the GM to handle such risks, but one method is 
  outlined below:
  A collapsing room will rain down rock and debris 
  for a period of time equal to about one segment 
  per square foot before it collapses, killing anyone 
  within. 
  When moving through a collapsing chamber, the 
  character has a 1 in 6 chance of being struck by 
  falling stones or masonry (the GM might alternatively 
  allow a dexterity check rather than a flat 1 in 6 
  chance).  Falling masonry inflicts 1d6 points of 
  damage and has a 5% chance to knock down and 
  pin the unlucky character.  Escaping from beneath 
  a piece of fallen rubble without assistance is as 
  difficult as bending bars or lifting gates.  Fortunately, 
  an unpinned character may shift the heavy stone 
  simply by rolling under his strength on a d0.
  Example: A 10-ft. by 10-ft. room, if collapsing, will 
  continue to be treated as a collapsing chamber 
  obstacle for 100 segments (10 rounds).
  It is the game referee’s call as to whether or not 
  the chamber has collapsed completely and is now 
  no longer in existence or whether a treacherous 
  pathway still remains through the collapsed interior. 
  A truly terrifying encounter could end with the 
  collapse of a dungeon, leaving the characters 
  running toward the surface as the entire complex 
  comes down around them. Any stairs they encounter 
  on the way out could be treated as . . .
  Crumbling Stairs
  In the older dungeons, and in natural caverns, stairs 
  are not always properly maintained and over time 
  they begin to show signs of age, cracking and 
  shifting under the weight of anyone using them. 
  The game master may rule that any character 
  moving up or down a flight of crumbling stairs must 
  make a Dexterity check each turn to successfully 
  negotiate the hazardous ascent or descent – on 
  a failed check the character has lost his balance 
  and falls, tumbling down the stairs until he either 
  encounters another figure (see below) or hits 
  the bottom. The character suffers normal falling 
  damage.
  If a character tumbling down a flight of crumbling 
  stairs encounters another figure he stops moving, but 
  the next character must, in turn, make a dexterity 
  check to avoid stumbling and falling like the next 
  domino in the line. 
  Obviously, the condition of a staircase can vary 
  greatly, and a truly deteriorated stair might be more 
  akin to a climb than a walk.  In this case, the GM 
  might assign a flat 25-50% chance of falling.  
  Regardless of the method used, if the members 
  of the party are roped together the chance of 
  actually falling would not be reduced.  However, 
  the characters above might have a chance to hold 
  the falling character in place.  Add the strength 
  scores of the characters above, and treat this as the 
  percentage chance for them to prevent a fall.
  Crystal, Harmonic
  These beautiful but fragile crystals are often found 
  near underground sources of magic; they are 
  especially prevalent near the lands of the dark 
  elves.
  Harmonic crystals are very sensitive to noise and any 
  loud noises (yelling, battle, even elevated talking or 
  running) produce enough sonic energy to cause the 
  crystals to shatter. The referee can decide whether 
  or not the sounds in the area are loud enough to 
  cause the crystals to shatter.
  
  
  A small patch of harmonic crystals that shatters 
  deals 1d6 points of damage as needle-like shards 
  puncture everything within a 10-foot radius. Larger 
  patches act as though they were made up of 
  numerous small patches.
  Dangerously Hot Floors
  In the deepest levels of dungeons and caverns there 
  sometimes exist vast pools of boiling, superheated 
  lava. These lava pools, while dangerous in their 
  own right, also heat the levels directly above, 
  sometimes pushing stone floors to a point at which 
  they are red hot and dangerous to touch.
  This terrain hazard affects any characters that walk 
  over the glowing hot floors. Characters passing 
  over a floor affected by extreme heat below them 
  suffer 1d points of damage per ten feet traversed, 
  and falling onto the heated stone inflicts 2d4 points 
  of damage.
  Destroyed Floor
  If a chamber collapses (see above), we can only 
  deduce that somewhere above, a floor is affected. 
  The adventurers might, indeed, precipitate a 
  floor’s collapse if they are not careful.  More likely, 
  they may encounter an area where the floor has 
  already collapsed, posing a potentially dangerous 
  obstacle. 
  As the floor collapses, falling away beneath the 
  adventurers’ feet, a character must make a Dexterity 
  check each round or be swept up in the collapse of the 
  floor, falling to whatever room or chamber lies below. 
  A falling character will take 1d6 points of damage 
  from rocks per ten feet fallen, in addition to falling 
  damage.  Additionally, there is a 10% chance that 
  the character will be buried and a 5% chance that 
  the character will be pinned beneath a large piece 
  of rubble.  A buried character cannot escape without 
  assistance, and it will take d rounds to dig him out (a 
  perilous undertaking when the ceiling is in the process 
  of collapsing).  As in the case of a collapsing chamber 
  (see above) a pinned character can escape by 
  making a successful roll equivalent to bending bars or 
  lifting gates, and may be freed by another character 
  who successfully rolls under his strength on a d0. 
  A stone floor takes as many segments to collapse as 
  the floor has square feet (e.g., a 10ft by 10ft room 
  takes 100 segments, or 10 rounds, to fully break away). 
  During this time, treat the area beneath the floor, 
  where fallen characters and their rescuers may end 
  up, as a collapsing chamber (see above).
  After the destruction has ended, the room’s 
  floor either no longer exists (in which case it is an 
  obstacle and not a hazard) or it is nothing more 
  than a few randomly-placed flagstones held 
  together by a weak, soon-to-collapse framework of 
  badly damaged supports (usually timbers). Moving 
  through a room with a destroyed floor requires a 
  Dexterity check each turn; on a failed check the 
  character slips and falls to the level below, taking 
  whatever falling damage is applicable.
  Truly cruel referees will take note of the fact that 
  more than one level might be involved in a major 
  architectural failure (or trap).  In this case, the hapless 
  characters may be trapped under a collapsing 
  ceiling that is also smashing away the floor beneath 
  them.  Unspeakable cruel referees might use this 
  scenario in connection with a portcullis trap closing 
  off the exits.
  Dry Haze
  This thick, heavy cloud of sand drifts slowly across 
  the lands of the desert during the early mornings, 
  a typical cloud rarely extending more than six feet 
  above the ground. Characters caught within a 
  patch of dry haze – a typical patch appears as a 
  cloud 0ft in diameter  – run the risk of suffocation: 
  5
  
  each character must make a successful Constitution 
  check each round; on a failed check the character 
  suffers 1d8 points of damage. 
  A patch of dry haze can be dissipated harmlessly 
  with gust of wind or a similar spell.
  Falling Trees
  Some storms, lightning strikes, and dangerous floods 
  can topple trees, leaving behind a mass of shattered 
  branches and thick, twisted roots. During a storm 
  or flood there is a 1% chance that a tree near the 
  players’ characters will be uprooted, sending the 
  tree crashing to the ground in a random direction. 
  Any characters or creatures in the path of the falling 
  tree must make a Dexterity check to avoid being 
  crushed – on a failed check the unfortunate victim 
  suffers 5d6 points of damage +1d6 for each ten feet 
  of the fallen tree’s height.  The fallen tree will also pin 
  the hapless victim to the ground, but a successful 
  strength check allows the character to force his 
  way out in 1d rounds.
  Floodfalls
  Some dungeon and cavern complexes descend 
  so deep beneath the surface world that their 
  excavation stops alongside massive, subterranean 
  pools of water. In most instances this is little more 
  than a nuisance to the powerful wizards and 
  horrid monsters that carve out dungeons, and 
  most adventurers never need give these nearby 
  underground reservoirs of water a second thought. 
  Unfortunately, there are some instances in which, 
  completely through the wonder and power of 
  nature, these pools find entrance into an otherwise 
  dry dungeon. A leak of this kind may be exploited for 
  food by one common denizen of the subterranean 
  world, the green slime, giving rise to a truly bizarre 
  and dangerous symbiosis known as a floodfall.  The 
  players may never have a chance to figure out how 
  it worked.
  A quick explanation of the formation of a floodfall 
  follows, for those game masters who enjoy dungeon 
  ecology.  When a reservoir begins to seep through 
  dungeon walls, it creates a nutrient-rich source of 
  water, attractive to slimes (usually green slimes).  
  The slime will likely remain motionless over the water 
  source even as the fissures widen and the water 
  pressure begins to build.  Over a period of years the 
  slime ceases to attempt to drop down on passing 
  by creatures and remains more and more deeply 
  embedded in the growing cracks in the wall, 
  content to feed on the gifts that continue to wash 
  up against it. 
  Arcane Floodfalls
  While it is true that most floodfalls are created 
  when green slime prevents an underground pool 
  of water from escaping through a crack it is also 
  not at all unusual for other types of slimes to act in 
  similar fashion, including arcane slimes (see p. 6) 
  and spell slimes (see p. 9).
  An arcane floodfall behaves exactly like a normal 
  floodfall except that any spellcasters caught in 
  the rush of water must make a successful roll on 
  a d0 against his Wisdom score each round or 
  lose 1 point of Intelligence. Any magic items that 
  come into contact with the water are drained of 
  all magical ability for d6+6 rounds.
  After a decade the slime comes to resemble a thick, 
  gel-like substance – almost like a gelatinous cube 
  – more than it does any form of slime; additionally, the 
  slime is no longer treated as green slime. During this time 
  the breach in the wall has continued to grow but the 
  slime has continued to expand, completely sealing the 
  crack and preventing the waters from rushing into the 
  dungeon.
  After many, many years the pressure may become 
  greater than the slime can easily contain, and if nearby 
  adventurers put the slime-dam under stress the crack 
  rips apart, throwing rock, gel, and water outward into 
  the dungeon and causing a sudden, violent flood. Any 
  characters adjacent to the breach when the flood 
  suddenly gives way must roll a d0 under their strength 
  score each round or be thrown to the ground. The 
  water rushes in for 6d6 rounds – dealing 1d6 points of 
  damage each round to anyone on the ground in the 
  affected area.  If the water has no outlet, it will rapidly 
  fill the chamber. During this time the current is powerful, 
  reducing movement speed against the current and 
  increasing movement speed when moving with the 
  current. 
  After 6d6 rounds the slime still remaining on the wall and 
  ceiling may manage to seal the breach, halting the rush 
  of water. There is, however, a 5% chance that the slime 
  will be washed away and unable to seal the crack. If this 
  happens the water will continue to rush in, flooding the 
  chamber until its depth equalizes across the complex.
  A floodfall can be made to break by the actions of the 
  party, by a monster, or even by a trap set to collapse 
  it. A successful missile attack against the sealed crack 
  (AC 5) that inflicts 10 or more points of damage will tear 
  through the slime, releasing the avalanche of water, 
  stone, and gel. 
  6
  
  Mistaking a Floodfall for Green Slime
  A green slime that has been changed over the 
  years into a floodfall still resembles a normal green 
  slime in appearance, but experienced players 
  may notice the differences.  A floodfall is a much 
  lighter green in color than a normal green slime, 
  and it usually seems to have a great, bulbous 
  swelling in its center (actually the bulge caused 
  by water pressure).
  If the floodfall is mistaken for green slime there is 
  a very good chance that a party of adventurers 
  will attempt to destroy it with fire. Any fire damage 
  inflicted on a floodfall will automatically cause it to 
  break, releasing the water behind it (as described 
  above).
  Ghost’s Grave
  Looking like nothing more than a common, lonely 
  grave, ghost’s grave is a residual connection 
  between the ethereal plane and the material world. 
  These minor hazards sometimes come into existence 
  when a ghost is destroyed or otherwise forced from 
  a Material Plane world. 
  As the ghost vanishes from the world it seeps slowly 
  into the ground and, only seconds after it is gone, 
  a perfectly formed grave stands exactly where the 
  ghost was last seen. Any animal coming within 30ft 
  of a ghost’s grave becomes terrified and attempts 
  to flee the area.
  At random intervals (5% chance per round) during 
  the night of a full moon a ghost’s grave unleashes a 
  horrific, spine-tingling moan. 
  At midnight on the night of a full moon a ghost’s 
  grave rips open, forming a deep and unnatural 
  pit connecting directly to the Ethereal Plane. This 
  gateway remains open for exactly one minute, 
  during which characters or creatures may enter the 
  Ethereal Plane, but the opening cannot be used to 
  return.
  Attempting to unearth whatever is buried within a 
  ghost’s grave is impossible; the grave instantly refills 
  with earth no matter how quickly a shovel is worked 
  against it. A ghost’s grave cannot be destroyed by 
  any means short of divine intervention.
  Monolith, Spark
  This single stone, typically 20ft tall and five feet 
  square, can be either an unworked rock standing 
  unnaturally upright or a sculpted rock that has 
  been obviously placed. Also known as an obelisk or 
  column, monoliths dot the landscape surrounding 
  mountainous regions and many have religious, if not 
  actual magical, significance to those living in the 
  area.
  Spark monoliths are apparently the remnants of 
  some ancient civilization, baroque technology, 
  or forgotten deity.  It is not known whether they 
  served as religious objects or deadly guardians of 
  important sites, treasures, or boundaries.  Whatever 
  their forgotten purpose, Spark Monoliths can be 
  a significant hazard.  These magical stones are 
  charged with a mystical electric force that targets 
  magical power of any kind.  Any source of magical 
  energy that comes within 50ft of the monolith will 
  be attacked by bolts of lightning erupting from the 
  ancient stone. If a spellcaster, or any individual 
  carrying a magic item enters the spark monolith’s 
  area of effect they must make a successful saving 
  throw against aimed magical items (such as a 
  rod, staff, or wand) against the crackling blue 
  lightning bolts hurled against them. On a failed 
  saving throw the character suffers 3d6 points of 
  electricity damage. A spark monolith can attack 
  up to 30 different targets per minute, but it can only 
  discharge the bolts once every other round.
  7
  
  A spark monolith that suffers 100 points of damage 
  is destroyed.
  Pool, Boiling
  Various factors, including steam vents, geothermal 
  heat, or magic can heat natural pools of water to a 
  slow, rolling boil. Any character or creature walking 
  through one of these boiling pools suffers 1d6 points 
  of damage each round – if the character or creature 
  is submerged in one of these pools the damage is 
  increased to 10d6 points of damage each round. A 
  boiling pool adversely affects any carried potions, 
  canteens, or foodstuffs – there is a 5% chance such 
  items will be completely worthless after submersion 
  in a boiling pool.
  Most boiling pools are, obviously, shrouded in a thick 
  cloud of steam that may affect visibility, increasing 
  the risk of stumbling into the water.
  Pool, Lava
  While a boiling pool can be dangerous to adventurers 
  it is nothing compared to a pool of flaming lava. 
  Red dragons – with their natural immunity to fire 
  – sometimes make their lairs inside lava-filled 
  chambers where the task of claiming the dragon’s 
  treasure is made more difficult for the adventurers. 
  (Of course, unless the treasure is magically protected 
  from intense heat it will be destroyed. Most dragons 
  that live in caverns filled with lava frequently have 
  a concealed treasure chamber somewhere just 
  beyond the lava-filled areas.)
  Any character walking through a lava pool suffers 
  10d6 points of damage each round – if the character 
  is submerged in one of these pools the damage 
  is increased to 100d6 points of fire damage each 
  round. 
  Truly subtle dragons might construct a fragile stone 
  bridge over a conveniently placed lava pool and 
  then lie in wait for intruders. The stone bridges are 
  usually constructed so that they can be toppled 
  with a single swipe of the dragon’s powerful tail. 
  Generally only older dragons for whom flying is an 
  effort, or dragons grown too large to escape the 
  narrow tunnels of their own lairs will resort to such 
  ambush tactics – dragons prefer their food raw, 
  and prey normally emerges from a lava pool in an 
  irritatingly cooked condition.
  Pool, Profane
  A profane pool is created when a pool of holy 
  water is befouled by dark, unholy magic, corrupting 
  a pool of holy water into an unspeakable thing of 
  vileness. This dark, black-colored pool of stagnant 
  water smells awful, the stench so powerful that any 
  characters or creatures approaching within 0ft. 
  of it must make a saving throw against paralysis or 
  suffer a -6 penalty on all die rolls for d rounds. Even 
  on a successful saving throw the smell is so powerful 
  that the victim suffers a -3 penalty on all die rolls for 
  1d rounds.
  A profane pool slowly consumes the land around 
  it – for each year of the pool’s existence a vile 
  corruption spreads to contaminate the very earth 
  in a 5ft distance from the pool. Any good-aligned 
  characters or creatures walking upon this corrupted 
  ground suffer a - penalty on all die rolls for as long 
  as they remain in the affected area and must make 
  a successful saving throw against paralysis each 
  round or suffer 1d6 points of damage (a wisdom 
  bonus against mental attacks applies).
  A profane pool is created by the influence of evil 
  deities, their power called into service by rituals 
  performed by their mortal followers.  According to 
  the blasphemous writings of necromancers, any 
  number of rituals may convert a holy water pool 
  into a profane pool but the most common include:
  • An evil necromantic priest or wizard bathes 
  in the pool, chanting certain best-forgotten 
  invocations. This act deals 3d6 points of damage 
  to the necromancer but there is a % chance 
  that the necromancer’s dark god will smile on the 
  act and reward the necromancer by poisoning 
  the pool with evil.
  • A paladin or other noble, honest soul is sacrificed 
  in the pool, the victim’s blood allowed to turn the 
  pool’s waters a bright red.
  • A unicorn is led into the pool and then slaughtered, 
  its head lopped from its body and left to float in 
  the pool.
  • An evil, intelligent magic item is brought into 
  contact with the pool.
  Regardless of the ritual demanded by the evil 
  deity, considerable expenditures in gold and other 
  materials are required to successfully create the 
  abomination.
  Once a profane pool comes into existence it can 
  never be destroyed by mortal hands.
  8
  
  Red Button
  All players know that their characters shouldn’t press 
  big red buttons or pull unlabeled levers.  Nevertheless, 
  it is inevitable that someone will eventually push the 
  button or pull the lever.  The wise game referee will 
  occasionally (about one every three times) make 
  the button do something helpful, like opening an 
  otherwise undetectable secret door or opening a 
  treasure chute.  By giving the party an occasional 
  good result, the game master can ensure many 
  enjoyable moments of frantic attempts by the party 
  to prevent the dwarf from pulling the unmarked 
  lever.
  Rocky Ground
  In some areas, numerous rocks of various sizes jut out 
  of the ground, slowing movement and threatening 
  to trip any adventurer foolish enough to run through 
  the area. Any character or creature running through 
  an area of rocky ground must make a successful 
  Dexterity check at the start of his move or trip, falling 
  to the ground and losing the ability to act further in 
  that round. 
  Spell Towers
  These massive stone towers, commonly known as 
  brochs, are constructed entirely of stones that are 
  carefully fitted together without the use of mortar 
  (this type of rock construction is commonly referred 
  to as drystone). Mundane brochs, many of which are 
  used as defensive structures or homes, are common 
  to the northern plains and mountains.
  Spell towers are a special type of broch that radiate 
  an overwhelming magical aura if detect magic is 
  cast. These structures can withstand any natural or 
  magical storm and cannot be destroyed by any 
  power except that of a deity.
  Any spellcaster that sleeps overnight inside a spell 
  tower must make a successful saving throw versus 
  spells or permanently lose one randomly determined 
  spell slot. However, if the save is successful then the 
  spellcaster automatically gains one bonus 1st-level 
  spell slot.  A lost spell slot may only be regained by 
  means of a wish.  A spell slot gained by sleeping 
  in a Spell Tower may be dispelled by dispel magic, 
  being treated as a magic item of 1th level for this 
  purpose.  The broch will only test an individual once 
  in this manner.
  A spell tower’s true hazardous nature only manifests 
  during a full moon, at which point all characters and 
  creatures that enter the area within 10 miles of the 
  structure must roll a d0 against their wisdom score 
  each turn or suffer a -6 penalty on all die rolls for 3d6 
  rounds. A character or creature that fails this Wisdom 
  check 10 times in a single night permanently loses 
  1 point of Constitution. Whenever the Spell Tower 
  drains a point of Constitution there is a 5% chance 
  that a gateway between planes will be torn open in 
  or near the broch. This portal will remain open until 
  sunrise, linking the material plane with a plane or 
  demiplane of the game master’s choosing.
  Stone Egg
  This unusual rock formation – formed by the same 
  process as a stalagmite – is created as water drips 
  down from the roof of a cavern and lands on an 
  abandoned dragon egg. If the egg does not hatch 
  the calcium deposits from the dripping water slowly 
  build up until the egg is completely covered in a 
  rocky substance. 
  Most stone eggs that are encountered in a dragon’s 
  lair are harmless rock formations. In some cases, 
  though, the egg happens to sit near some form 
  of  magical nexus, or may be exposed to sort of 
  unknown eldritch force.  Regardless of the cause, 
  in some cases such eggs can cause the unborn 
  dragon within to be slowly transformed into a 
  terrible, unnatural force waiting to be released. In 
  9
  
  such instances there is a 10% chance that, if disturbed 
  in any way, the stone egg will shatter, releasing a wave 
  of arcane fury that inflicts 4d6 points of damage to any 
  characters within 0-feet of the stone egg. The wave 
  appears as a ghostly dragon of blue flame.
  A stone egg is completely destroyed when it unleashes 
  its built up arcane power. A stone egg can be destroyed 
  from a distance by inflicting 10 or more points of 
  damage.
  Slickstone
  This porous, cool, gray-colored rock naturally secretes 
  an oily substance that makes the rock treacherously 
  slick. Anyone moving across an area of slickstone at 
  any speed faster than 30ft/round must make a Dexterity 
  check by rolling a d0 under his dexterity score or else 
  slip on the slickstone, falling down and losing the ability 
  to move, attack, or cast spells for a number of rounds by 
  which the check failed.
  Slickstone has also been found on vertical surfaces.
  Slickstone can be used in the construction of anything 
  that can be built from ordinary stone or rock. Due to the 
  difficulty of working with the slippery rock any object 
  created from slickstone requires twice the normal 
  construction time. 
  Slickstone is only found in the natural caverns that exist 
  deep beneath mountain ranges, and even then it is rare 
  to find more than 20 cubic feet of the material in a single 
  location.
  Stunspray
  Resembling short, shattered stalactites – each one 
  slowly dripping a thick slime – hanging from the roof 
  of a natural cavern, a stunspray patch is typically 
  of a 10ft diameter in size and difficult to identify 
  as anything other than a harmless collection of 
  stalactites. Stunsprays are formed when a stunjelly 
  migrates from a wall to a ceiling where the twisted 
  ooze dies naturally and then slowly, over a period 
  of centuries, stalactites form naturally over the 
  deceased ooze.  Stunsprays are extremely rare.
  If a stunspray patch is left undisturbed it is typically 
  harmless. Characters may walk beneath the 
  stalactites without fear of danger and as long as 
  they’re careful to avoid the dripping slime the 
  hazard is little more than a nuisance. If any of the 
  dripping slime comes into contact with a character 
  a saving throw must be made or else the victim is 
  paralyzed for 1d3 rounds.
  A stunspray patch becomes a major threat when 
  it is damaged (perhaps by a trap or a hiding 
  opponent). 5 or more points of damage dealt to 
  a stunspray patch (treated as AC 10 for purposes 
  of attacking the patch) destroys the stalactite-skin 
  and rains down a torrent of the thick, anesthetizing 
  slime. Any characters or creatures caught in the 
  sudden rain of slime must make a successful saving 
  throw against paralysis or else be drenched in the 
  slime and paralyzed for 3d6 rounds. 
  For d8 rounds after a stunspray patch is destroyed, 
  the area in a radius of ten feet below it is covered 
  in a hazardous slime. Any characters or creatures 
  walking through the affected areas have a 1 in 6 
  chance per round of slipping in the slime, falling 
  down and (if failing a saving throw against paralysis) 
  being paralyzed for d rounds. The slime dries 
  quickly and once dry no longer poses a threat.
  Once unleashed a stunspray patch is completely 
  destroyed and will not reform.
  Terror Stones
  Stone circles and individual standing stones are a 
  common sight in some forests and druid groves, 
  the rocks marking holy sites and places of power. 
  In many instances, the standing stones have been 
  in a single location for so long that any knowledge 
  of their creators or original purpose has been long 
  forgotten. For the most part, standing stones pose 
  no threat to adventurers but, as with everything in a 
  fantasy landscape, there are always exceptions.
  10
  
  Terror stones, almost identical in appearance to 
  common stone circles or standing stones, are 
  sometimes created when powerful undead are 
  destroyed nearby. Some echo of the creature’s 
  malevolence is somehow trapped within the stone 
  itself, transforming it from a common rock into a 
  standing stone of terror.
  Skeletal patterns – etched into the standing stone 
  when it is transformed – are the only visual clue that 
  a terror stone is not a common stone. Anyone within 
  0ft that views a terror stone carefully for 1d6 rounds 
  will suddenly perceive that the patterns resemble 
  bones and strange skeletal shapes.  If the character 
  has reason to be familiar with terror stones, the eerie 
  tracings will be a sure clue to the true nature of the 
  stone.
  A terror stone constantly radiates a 0-foot radius 
  fear aura. Any characters within the radius of the 
  terror stone’s fear aura will be affected as though 
  by a fear spell. A character that successfully saves 
  cannot be affected again by the same terror stone’s 
  aura for one day.
  Terror stones can be destroyed by a good-aligned 
  cleric’s turn undead ability. The terror stone is treated 
  as a vampire for these purposes and a successful 
  attempt instantly reduces the stone to a harmless 
  pile of rubble.
  Terror stones are also referred to as standing stones 
  of terror.
  Thorn Patch
  In some forests the undergrowth becomes thick and 
  tangled with thorny vines. In such areas simply moving 
  becomes a slow, dangerous task as the thorns tear 
  at the clothes and flesh of any adventurers foolish 
  enough to move through the area. A thorn patch is 
  a static hazard that takes no action. A thorn patch 
  can be as large as the referee desires.
  For each five feet of a thorn patch moved through, 
  a character or creature suffers  points of damage 
  from the sharp thorns. Additionally, a character’s 
  speed is reduced by 50% when moving through a 
  square filled with a thorn patch.
  Each square of a thorn patch can be destroyed with 
  fire, and can be chopped through by inflicting 10 or 
  more points of damage with a sword or other large 
  blade.  Some thorn patches may be poisonous, 
  especially in the tropical jungle.
  Treasure-Covered Floor
  One overlooked hazard in a dragon’s lair is the 
  treasure itself!  The coins, gems, and other assorted 
  baubles strewn about the chamber can create a 
  serious nuisance by cutting movement rates in half 
  for those characters who want to avoid tripping 
  over pewter urns or tangling their feet in ancient 
  necklaces.  Thieves trying to move silently, in 
  particular, must pay careful attention to scattered 
  and potentially noisy valuables (not that thieves 
  often fail to pay attention to valuables, of course).  
  If the treasure lies deep enough around, or if the 
  treasure contains many larger items like statuettes, 
  it is perfectly reasonable to reduce the party’s 
  movement rates by 50%.  If a character moves into 
  an area that can legitimately be called a pile of 
  coins, the GM might even require a d0 roll under 
  the character’s dexterity to remain standing.
  In some rare instances a dragon’s lair will be devoid 
  of treasure. Obviously in such cases this hazard 
  will not be encountered, and if the party scouts 
  in advance they will likely choose not to fight a 
  poverty-stricken dragon anyway.
  Vent, Poison
  Similar in function and appearance to steam vents 
  (see p. 1), a poison vent is a series of stalagmites 
  sitting atop underground pockets of poisonous gas. 
  Like a steam vent, the pressure eventually grows 
  so great that the tops of the stalagmites shatter, 
  unleashing clouds of poisonous gas that are harmful 
  to any characters or creatures that enter the 
  affected area. Poison vents are rarely encountered 
  individually but, rather, in groups of six or more, 
  each about 5ft apart. The cloud from a poison vent 
  expands out to fill an area ten feet in radius.
  Anyone entering a cloud-filled area must make a 
  saving throw against poison each round or suffer 
  1d points of damage and a - to all die rolls for a 
  full turn (more virulent poisons, including lethal ones, 
  have also been reported). 
  A poison vent can be capped, though if it is the 
  gas pocket’s only release the cap will be blown off 
  within 1d6+1 days. Capping a poison vent requires a 
  heavy rock or other object that can be wedged into 
  the opening. Capping a vent takes a full round.
  Some subterranean regions contain poisonous 
  geysers that boil over with lethal gas at regular 
  intervals.
  11
  
  Vent, Steam
  Natural stalagmites sitting atop underground pools 
  of boiling water can form steam vents when the 
  pressure beneath grows so powerful that it blasts 
  through the natural rock above.  When this happens 
  clouds of billowing, heated steam shoot forth 
  from the newly-formed steam vent. Steam vents 
  are rarely encountered individually but, rather, in 
  groups of six or more, each about 5 feet apart. The 
  cloud from a steam vent expands out to fill an area 
  approximately 15ft in diameter.
  Anyone entering a cloud-filled square suffers 3d6 
  points of damage per round from the intense heat 
  of the steam.
  A steam vent can be capped, though if it is the 
  underground pool’s only release the cap will be 
  blown off again within d hours. Capping a steam 
  vent requires a heavy rock or other object that 
  can be wedged into the opening. Capping a vent 
  requires a full round.
  Traditional Hazards
  At a certain point, the line between tricks, traps, and 
  monsters can become rather blurry.  In general, traps 
  have no upside, while tricks often have the potential 
  to benefit the party in some way – and monsters, of 
  course, are worth experience points.  Most of the 
  phenomena described below are right on the blurry 
  line between tricks, traps, and monsters – and that’s 
  deliberate. This book is a tool for the experienced 
  game referee, not a series of cookbook recipes to 
  be followed with blind precision. Rather, the various 
  hazards listed below are designed to be used more 
  as building blocks for your own creativity, whether 
  as a trick, trap, or monster. They’re on the blurry line 
  to make them usable in any category, according 
  to your creative impulses and referee needs. 
  Desertbloom, for example, is listed as a monster; but 
  you might choose to create a desert idol covered 
  in the stuff and use the desertbloom as part of a 
  larger and more complicated trick encounter.  The 
  choices are yours!  
  1
  
  Bridgeweed
  This thick, vine-like plant grows in subterranean 
  caverns and deep, damp caves. While bridgeweed 
  grows anywhere underground, it earns its name 
  because it is most frequently encountered growing 
  across chasms and deep pits where it looks more like 
  a bridge than a plant. A typical patch of bridgeweed 
  is rooted into a roughly circular area 10 feet in 
  diameter on either side of a deep chasm, the two 
  root-growths connected by a length of ropy strands 
  5-feet wide.
  Bridgeweed 
  is 
  brownish-green 
  in 
  color 
  and 
  completely harmless – until someone attempts to 
  cross the naturally-growing bridge. The plant is strong 
  enough to support up to two characters at once but 
  the instant that anyone reaches the exact center of 
  the “bridge” the plant reacts violently to the intrusion. 
  As a self-defense, the individual vines separate so that 
  the “bridge” no longer exists, becoming a mass of 
  flailing vines. A saving throw against breath weapons 
  is required as soon as the plant begins to separate in 
  order for a victim of the hazard to grab one of the 
  vines. On a failed save the victim is taken by surprise 
  and falls from the “bridge.”
  The plant will reform 3d6+ minutes after it separates. 
  Characters (such as druids) that correctly identify 
  a bridgeweed will know that as long as they do 
  not touch the exact center of the “bridge” it will 
  not separate. If characters are to jump across the 
  center, the game master may apply whatever 
  rules to determine the success of the jump that he 
  feels apply to the situation.  In general the attempt 
  is not difficult, and either a 1 in 6 chance of failure 
  or a d0 roll under dexterity would be appropriate 
  determinations.
  Cave Blanket
  RARITY: Very rare
  SIZE: Large
  MOVE: 30ft/day
  ARMOR CLASS: 5
  HIT DICE: 
  ATTACKS: 1 (see below)
  DAMAGE: 3d6
  SPECIAL ATTACKS: Reduce movement rate
  SPECIAL DEFENSES: Immune to piercing weapons
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Animal
  ALIGNMENT: Neutral
  LEVEL/X.P.:  / 90 + 5/hp
  This thick, thorny vine-like plant is most frequently 
  seen growing over the mouth of cave entrances. 
  Druids may be able to identify the plant’s hazardous 
  nature, but a party without a druid will have to rely 
  on native caution to avoid a dangerous situation.
  A cave blanket waits patiently for prey – any living 
  creature will do – with reports of some cave blankets 
  surviving for as long as six years before tiring of a 
  location and moving on. Cave blankets move 
  slowly, their “roots” acting as small legs that move 
  them at a rate of 10ft per day. A cave blanket takes 
  double normal damage from fire.
  When a cave blanket detects movement within 
  the range of its reach – typical cave blankets grow 
  to completely cover the mouth of a cave, no matter 
  the cave’s width – the hazardous plant strikes, lashing 
  out at the creature with its vines. A successful attack 
  allows the plant to attach itself to the victim, tearing 
  away from its roots to continue attacking even fleeing 
  prey. When a cave blanket is attached to a character 
  in this way, the character’s movement rate is reduced 
  by 50% due to the flailing vines and the trailing weight 
  of the plant’s great, carpet-like body.
  13
  
  If the cave blanket kills its victim, small vines ending 
  in suckers drop down and cover the victim and the 
  plant begins slowly consuming the corpse. A cave 
  blanket consumes five pounds of a corpse day 
  each day.
  Because a cave blanket is composed of small, 
  intertwining vines, it takes no damage from pointed 
  weapons; arrows and spears simply pass harmlessly 
  through the meshwork of tendrils.
  Desertbloom
  SIZE: Large
  MOVE: None
  ARMOR CLASS: 10
  HIT DICE: 
  ATTACKS: None
  DAMAGE: None
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.:  / 50 + /hp
  Desertbloom appears as a small patch of flowers 
  with dull-brown, almost lifeless petals, dark green 
  stems, and large red leaves growing from the tips 
  of the plant’s stems. Unlike most fungi, desertbloom 
  is found only in hot, dry deserts. This plant gives off 
  a foul scent that can be detected at a range of 30 
  feet. 
  If a patch of desertbloom is disturbed, the plant 
  releases a burst of spores in the form of a black 
  cloud that instantly explodes into a ball of flame.
  Characters within 10 feet of the desertbloom must 
  make a successful saving throw versus breath 
  weapon or sustain d points of damage and lose 
  1d points of Constitution as the inhaled spores 
  burn the victim’s lungs. The cloud instantly dissipates 
  once it explodes. A patch of desertbloom is easily 
  destroyed with fire or cold.  Lost constitution points 
  are recovered at a rate of 1 per week, but can be 
  fully restored by the use of a heal spell.
  Dragonbloom
  SIZE: Large
  MOVE: None
  ARMOR CLASS: 8
  HIT DICE: 3
  ATTACKS: None
  DAMAGE: None
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: 3 / 85 + 3/hp
  Dragonbloom appears as a small patch of flowers 
  with dark red petals, crimson-colored stems, and 
  small orange leaves growing near the plant’s base. 
  Dragonbloom is generally only found in or near a 
  dragon’s lair – the plant sprouts from decaying piles 
  of dragon waste. Dragonbloom is a beautiful, sweet-
  smelling flower. A typical patch of dragonbloom 
  covers an area with a radius of roughly five feet.
  If a patch of dragonbloom is disturbed, the plant 
  releases a heavy cloud of poisonous spores in the 
  form of a dark red cloud. Characters within 10 feet 
  of the dragonbloom must make a successful saving 
  throw versus Poison or convulse in pain for d6 turns 
  1
  
  as the inhaled spores eat away at the victim’s lungs. 
  A character affected by dragonbloom has a 1 in 
  6 chance to contract a disease of the lungs that 
  reduces constitution by 1 point for a period of 1 
  month (unless removed by a spell).  The cloud of 
  spores lingers in the area for d rounds, and each 
  round a creature remains in the area (or if a creature 
  leaves and re-enters the area), it must make 
  another saving throw as described above. A patch 
  of dragonbloom is easily destroyed by intense cold, 
  and the cloud of spores can be easily dispersed by 
  a gust of wind or similar spell.
  Dragons are immune to the poisonous spores 
  released by a patch of dragonbloom, and are 
  usually delighted to find that their spoor has turned 
  into a trap for unwary intruders.
  Druid’s Kiss
  SIZE: Large
  MOVE: None
  ARMOR CLASS: 10
  HIT DICE: See below
  ATTACKS: 1d (See below)
  DAMAGE: None
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: varies with hit dice
  This large bush – a typical druid’s kiss covers a 
  diameter of approximately ten feet – is covered with 
  dozens of large purple flowers, each one of which 
  grows from the end of a thin branch. These plants 
  sometimes grow where a druid’s body has been left 
  to decompose in a forest; they are extremely rare, 
  and most forests do not contain a single one.
  Druid’s kiss is harmless to characters of any neutral 
  alignment, the plant remaining silent and inactive 
  until a character or creature of good or evil alignment 
  passes within ten feet of the bush. Once awoken, a 
  patch of druid’s kiss expels 1d4 of its flowers, each 
  one of which instantly forms into a thick, purple 
  spike hurled like a dart. Each dart inflicts 1d6 points 
  of damage +  points per hit die.  The plant itself 
  has  HD + 1 HD per level of the druid whose death 
  caused it to grow.
  A typical druid’s kiss bush has 3d12 flowers and grows 
  new flowers at the rate of 1d6+1 each week.
  A druid’s kiss bush takes triple normal damage from 
  any acid, cold, or fire attack.
  Fog, Abyssal
  Abyssal Fog is a nasty trick to play on a party that 
  blithely destroys an evil altar or tries to sanctify a place 
  imbued with the attentions of a powerful demon, 
  demigod, etc.  Such places are not lightly tampered 
  with, and an encounter with Abyssal Fog can issue a 
  stark reminder to the players that powerful forces lurk 
  just beyond the thin fabric of the material plane.  In 
  fact, the party’s interaction with the Abyssal Fog may 
  be only the beginning of a new set of problems and 
  opportunities (if it doesn’t kill them first).
  Sometimes created when an evil altar is destroyed, 
  when places of evil are assaulted by zealous 
  adventurers, or even occasionally when a demigod’s 
  favored demon or devil is slain, retribution or mindless 
  wrath may result in the creation of Abyssal Fog.  This 
  dark red, dangerous fog is similar to crimson fog (see 
  p. 16) but far, far more deadly. 
  15
  
  When an encounter calls for Abyssal Fog, there 
  is generally a lull of d rounds, during which a 
  preternatural rumbling may be heard.  Experienced 
  adventurers, will, of course, flee immediately.  The 
  abyssal fog manifests with a tremendous explosion, 
  inflicting a number of points of damage appropriate 
  to the nature of the item or demon destroyed; 6d6 
  is an appropriate range of damage. The radius of 
  the explosion is up to the GM, but for most evil items 
  and places the radius would be approximately 
  30 feet. A successful saving throw against spells 
  reduces the damage by one-half. Instantly following 
  the explosion, a dark red fog billows forth from the 
  area of the demigod’s wrath, expanding outward 
  at a rate of 10 feet each round until it reaches a 
  maximum size of 0-90 feet in radius (d6+3 x 10).
   The abyssal fog is devilishly hot – any characters that 
  enter the fog or any adjacent area suffer d6 points 
  of damage each round. Unfortunately, the intense 
  heat is not the only danger of an abyssal fog.
  Once each day following the formation of an abyssal 
  fog, unless the fog is destroyed (see below) there is 
  a 15% chance that a gate will open, connecting to 
  the appropriate plane or demiplane of existence. 
  Once this gate forms, it will remain for a period of ten 
  years and a day.
  An abyssal fog cannot be dispersed through normal 
  means (the fog is too heavy to be affected by winds, 
  magical or natural) and can only be destroyed by a 
  paladin or good-aligned cleric who spends four hours 
  in prayer and supplication while kneeling within the 
  fog. If anything disrupts this prayer the entire process 
  must be repeated.  Obviously, anyone planning to 
  spend four hours within Abyssal Fog must be magically 
  protected against heat, but the well-intentioned 
  would-be hero will discover another challenge 
  within the fog, one not so apparent as the explosion 
  and the heat.  Any prayers to a good aligned deity 
  spoken within the fog require a saving throw every 
  hour against spells; failure instantly kills the one who 
  had the temerity to oppose the evil power’s will. 
  There are, of course, items and protections that will 
  be effective against the fog’s death-effect, and the 
  intelligent party will seek these out before meddling 
  in matters of such supernatural power.
  Fog, Acidic
  Acidic fog is normally found as a component of a 
  magical trap, though it can be naturally occurring, 
  found attached to a green dragon or other acid-
  resistant creature.
  When acidic fog is released, it streams out like 
  poisonous gas, and most adventurers will treat it as 
  such.  However, this magical fog does not remain 
  in place.  It follows whatever living creature it first 
  detects within 100ft, moving slowly but inexorably 
  toward that target until it catches up.  The fog’s 
  movement rate is only 0ft per round, but its ability to 
  follow its target is flawless.  A rapid escape might lead 
  to the fog’s appearance in a tavern weeks later.  The 
  fog inflicts 2d6 points of damage per round when it 
  finally makes contact (no saving throw applies), but 
  it will be neutralized once its acid has eaten away 
  30 hit points.  Green dragons and other creatures 
  immune to acid may carry these fogs around with 
  them, for the fog never gives up but never does any 
  damage that would neutralize it.  Once the acid-
  resistant creature is killed, of course, the fog will look 
  for another target; likely one of the characters that 
  just killed the acid-resistance creature.  Acidic fogs 
  are also occasionally found in potion bottles, which 
  would normally inflict a nasty surprise; but as long as 
  the potion remains stoppered it could also be used 
  as a deadly missile weapon – if the party somehow 
  figures out what’s inside.
  Fog, Crimson
  This bright red fog, found in environments heavily 
  covered by scarlet mold (see below), is a thick, 
  noxious gas that inflicts those breathing it with a mild 
  form of the same disease spread by scarlet mold. 
  Crimson fog is simply the red smoke issuing from 
  a patch of scarlet mold as it burns.  Breathing the 
  burning mold can cause a disease known as the 
  Plague of the Red Ancients, well-known to sages 
  and historians, but rarely encountered except by 
  adventurers who delve deep beneath the surface 
  in their search for treasure and fame.  At some point 
  in forgotten history, burial tombs were often trapped 
  with complex arrangements of tubes and fire pits 
  designed to blow Crimson Fog into trap rooms.  The 
  civilization that created these burial chambers is 
  now remembered only for these unusual tomb-traps 
  and the plague they inflict, and is called by sages 
  the civilization of the “Red Ancients.”
  Crimson fog normally issues forth in a cloud, or 
  a jet of smoke if it is projected by a tube or vent 
  apparatus.  Any character breathing the smoke 
  must immediately make a saving throw vs. poison 
  (with a bonus of + to the roll).  If the saving throw 
  fails, the character will become infected with the 
  Plague of the Red Ancients (see box).  A patch of 
  crimson fog can be dissipated harmlessly with gust 
  of wind or a similar spell.
  16
  
  Plague of the Red Ancients
  The Plague of the Red Ancients is a disease 
  propagated by a plant known as scarlet mold.  It 
  is highly contagious, spreading through inhalation, 
  contact, or by introduction into the bloodstream 
  by an envenomed weapon.  Any person who 
  comes into contact with the disease must make 
  a saving throw versus poison or become infected.  
  After failing the saving throw, the victim begins to 
  turn into a viscous red puddle of highly infectious 
  slime.  Each hour, the victim must make a saving 
  throw vs. poison or lose 1d points of constitution.  
  If constitution is reduced to 0, the victim has finally 
  died a horrible death and cannot be raised from 
  the dead (being, at that point, a virulent and 
  contagious puddle).  If the Plague of the Red 
  Ancients is cured by magical means, the lost points 
  of constitution will return at a rate of one per day.
  Fog, Draconic
  Draconic fog is a highly flammable mist occurring 
  naturally in some underground locations.  It smells 
  very much like beer, which may provide parties with 
  some warning of its presence.
  The most dangerous attribute of Draconic fog is its 
  attraction to flame.  Some sages have theorized 
  that the fog is formed by an imbalance of the 
  elements, and that its natural tendency is to remedy 
  the imbalance, just as water always seeks its lowest 
  level.  The precise explanation is of little comfort, 
  unfortunately, to adventurers fleeing pell-mell 
  through the corridors of a dangerous underground 
  complex in flight from a cloud of Draconic Fog.
  Whenever a flame comes within 100ft of the leading 
  edge of a dragonic fog, the entire mass of the cloud 
  begins moving toward the flame at a movement 
  rate of 90ft.  If the fog makes contact with the fire, it 
  will flare in a brilliant explosion causing 4d10 points of 
  damage (save vs breath weapon for half damage) 
  to anyone in a 60ft radius of the point where the mist 
  made contact with the open flame.  Draconic Mist 
  can be dispersed with a gust of wind spell.
  Fog, Dragon’s Breath
  Hot gases are a familiar hazard for veteran 
  adventurers, often found naturally occurring where 
  cracks in the earth reach down into the depths 
  where water is heated to steam by the earth’s heat. 
  Dragon’s Breath Fog is an entirely different variety 
  of superheated gas, formed by magical, rather 
  than natural forces.  In some cases, Dragon’s Breath 
  Fog may result from connections between the 
  elemental planes of fire and water.  In some cases, 
  as described below, it may form in consequence 
  of a dragon’s decomposition.  Whatever the cause 
  of the phenomenon, what makes it dangerous is 
  the fact that it shows no physical signs of its intense 
  heat.  The air around it does not waver with heat, 
  and the fog itself gives off no heat until it touches a 
  living substance.  When a living being enters the fog, 
  however, the sudden heat generated will cause 
  d6 points of damage, and there is a small chance 
  for items to ignite (+5 on item saving throws against 
  magical fire).
  A patch of dragon’s breath may appear over a 
  location in which an evil dragon has been buried. 
  The dragon’s slowly-decomposing body expands 
  with the gas that eventually bursts forth from the 
  surface – a single dead dragon produces the 
  cloud constantly, for a number of days equal to the 
  number of hit points the dragon possessed before 
  it was slain. After this time has passed, the corpse 
  no longer produces the deadly cloud of Dragons 
  Breath fog.
  A patch of dragon’s breath can be temporarily 
  dissipated with a gust of wind or similar spell, but the 
  cloud will reform within 1 turn. 
  In the case of Dragons Breath fog caused by a 
  dragon’s decomposition, the only way to completely 
  stop the generation of the gas would be to unearth 
  the dragon corpse festering beneath the ground.  If 
  the fog is generated by some other magical means, 
  the GM will have to determine how (and whether) 
  the source can be destroyed at all.
  Fog, Frigid
  This white, thick fog is made of the very essence of 
  cold. It appears like a slowly churning blizzard of frost 
  and snow and is usually found only on cold-based 
  planes and demiplanes. Occasionally, however, 
  frigid fog can be found in very cold places on the 
  Material Plane. In such cases its presence is invariably 
  the result of a gate or fissure connecting the Material 
  Plane to a cold-based plane or demiplane from 
  which the fog spreads. 
  The area covered by frigid fog is usually in direct 
  correlation to the size of the gate or fissure. A small 
  fissure will only allow a small amount of the fog to 
  circulate (1d+1 x 10 feet) while a full gate may 
  allow the fog to simply pour forth (1d+1 x 100 feet 
  or more); according to legend entire lands and 
  continents have fallen under a blanket of frigid fog.
  Frigid fog is extremely cold (below –0° F) and deals 
  17
  
  1 point of temporary Constitution loss per round (no 
  saving throw) to unprotected characters. Heavy 
  winter clothing allows a saving throw each round. 
  Regardless of how much clothing a character wears, 
  the non-material plane nature of the fog’s extreme 
  cold takes its toll on all living creatures, acting as a 
  slow spell (no saving throw) to any creature that is 
  not immune to the effects of magical cold.
  The fog obscures all sight, including darkvision, 
  beyond 5 feet. 
  Frigid fog is heavier than air: a severe wind (31+ mph) 
  will disperse small amounts of the fog in  rounds; a 
  windstorm (51+ mph) will disperse large volumes in 
  1 round.
  Fog, Efreet’s
  Existing where a rift has opened (deliberately or not) 
  to the elemental plane of fire, efreet’s fog is a dark 
  gray cloud of superheated steam that randomly 
  unleashes blasts of fire. Normal gate spells, of course, 
  are protected from the emergence of efreet’s fog, 
  but an improperly prepared or miscast spell might 
  inadvertently result in this sort of magical disaster. 
  The size of the planar gate or natural rift determines 
  the size of the fog, though the largest patch ever 
  encountered covered a 50-foot square area. A 
  character or creature standing inside a patch of 
  efreet’s fog at any time suffers 1d4 points of fire 
  damage each round.
  Each round that a character or creature is within 10-
  feet of a patch of efreet’s fog there is a 0% chance 
  that the fog will erupt, spreading great bursts of flame. 
  Anyone within 10-feet of – or directly in a patch of – the 
  efreet’s fog when this occurs suffers 8d6 points of fire 
  damage; a saving throw vs. breath weapons reduces 
  the damage to half. 
  Fog, Magnetic
  Magnetic fog, sometimes also called “lode-mist,” is a 
  thin, silvery-colored mist found in underground mines 
  and caverns that contain (or once contained) rich 
  deposits of copper, iron, mithril, or silver. The fog is an 
  irritation to miners and a positive hazard to adventurers, 
  for it is highly magnetic and interferes with the use of 
  metal tools and weapons. 
  A typical deposit of magnetic fog fills an area roughly 
  0x0x0ft. Characters attempting to use metallic tools 
  or weapons within a cloud of magnetic fog suffer a –6 
  penalty on all attack rolls. Damage rolls are not affected 
  by the fog. Any characters wearing metallic armor suffer 
  a 50% reduction to their movement rates while within 
  the fog. The area outside the fog, to a distance of five 
  feet from the edge, is also magnetically charged, but 
  not as powerfully as within the cloud itself; attack rolls in 
  this area are subjected to a – penalty and movement 
  is reduced by 5%. Any metal-wielding character 
  within five feet of the cloud runs the risk of being pulled 
  into the cloud by the magnetic attraction the cloud 
  exerts upon the metal.  The player must roll a d0 if the 
  character is wearing metal armor, an additional 1d if 
  the character is carrying a metal shield, plus a second 
  1d if the character wields a metal weapon.  The result 
  of these dice are totaled, and if the result is higher than 
  the character’s strength the character is pulled from his 
  feet and slides into the middle of the fog.
  Gust of wind or a similar spell will dissipate a magnetic 
  fog, but the affected patch will reform within d 
  rounds at the end of the spell’s duration. Magnetic fog 
  tends to be a permanent feature in the places where it 
  appears; it cannot be permanently destroyed.
  Fog, Necromantic
  This dark gray fog is found in some ancient cemeteries 
  and burial chambers, a foul and blasphemous 
  phenomenon greatly feared by tomb robbers. The fog 
  drifts among the graves and sarcophagi, sometimes 
  curling around the bodies of the dead but always 
  seeping back upward to prowl mindlessly within its 
  charnel-house domain.  The origins of this vile, undead 
  substance are not known.  Any living creatures that 
  happen through a region of necromantic fog are 
  in deadly peril, for the foul mist will enter the pores of 
  18
  
  living skin and eat away at the souls of those foolish or 
  ignorant enough to pass through it. 
  Necromantic fog is heavier than air, appearing more 
  as a mist than a fog, clinging to the ground or the floor 
  and rising to a height of not more than three feet or so. 
  A typical cloud will occupy 00 to 00 square feet in 
  this manner.
  On the first – and each subsequent – round that a 
  character remains within the patch of fog then the 
  necromantic fog deals 1d6+1 points of damage to its 
  victim. Any victim that suffers 10 points of cumulative 
  damage from any number of patches of necromantic 
  fog within one-hour of time automatically loses one 
  level of experience, but may make a saving throw 
  versus poison (at +6) to determine whether the level-
  loss is permanent or temporary. A temporary loss of 
  level persists for  hours.
  Necromantic fog can be completely destroyed by a 
  successful turn undead check – the fog is treated as a 
  wraith for these purposes. Gust of wind or a similar spell 
  dissipates a necromantic fog but the affected patch 
  reforms within d rounds. 
  Anyone reduced to 0 hit points or 0-level by necromantic 
  fog will collapse and die, rising 1d+ rounds later as a 
  zombie. 
  Necromantic fog restores 1d6 hit points each round to 
  any undead creature standing within it.
  Note: Necromantic fog is so close to being a monster 
  that it makes sense to assign an experience point value 
  for its destruction.  A game master who desires to assign 
  an experience point value to necromantic fog may 
  choose either to assign hit points and an armor class to 
  the fog (it should likely only be hit by silver weapon or 
  magical weapons), or to assign a source to the fog that 
  can be destroyed with weapons.  Such a source might 
  include an evil idol, an ancient censer, or even another 
  undead creature whose experience point value could 
  include that of the fog it creates and/or sustains.
  Fog, Putrid
  Many of the things that can be encountered by an 
  adventurer might cause nausea, of course, but in some 
  cases the nauseating power can be considerably 
  stronger than normal.  Sources of putrid fog can include 
  unusual fungi, magical herbs set to burn in a brazier, 
  unusual chemical reactions in an alchemist’s lab. 
  Mundane sources would include the smell of rot.  Traps, 
  of course, might involve gases specifically designed to 
  induce nausea.  The normal way of handling nausea is 
  to allow the character a saving throw (perhaps with a 
  bonus in the case of milder smells) and if the character 
  fails the saving throw, the effect is normally to render the 
  character helpless for a particular number of rounds.
  Putrid fog, however, is a trick that can be more flexible 
  in the hands of the Game Master than the simple 
  combination of a saving throw and helplessness. 
  Consider: the check to see if a character is affected 
  might be a flat percentage chance, rolled either 
  with percentage dice or on a d6.  The game master 
  might invent a smell that does not affect dwarves, or 
  is only nauseating to elves.  In terms of the effects of 
  nausea, there is even more variation in terms of the 
  Game Master’s ability to create interesting tactical 
  problems for the players.  Nausea might create a long-
  lasting penalty to die rolls; it might or might not affect 
  spell-casting ability; it might come and go at random 
  intervals; it might weaken characters rather than 
  incapacitating them.  Nausea is a much more flexible 
  tool for the game master than simply a saving throw to 
  avoid a few rounds of incapacitation.
  Fog, Soul Eating
  This thick, black fog sometimes forms when a terrible 
  outsider known as a soul eater (see box) is slain on a 
  Material Plane world before it kills the character or 
  creature it was summoned to destroy. At that time 
  the soul eater breaks down into a fog of inky darkness, 
  appearing much like an unslain soul eater but without 
  the long, pale arms. A soul eating fog will remain in 
  the area in which the soul eater was slain until either 
  the soul eater’s original target is slain or the fog itself is 
  destroyed (see below).
  A typical patch of soul eating fog appears as a cloud 
  roughly five feet in radius, drifting two feet above the 
  ground. Any character or creature that comes into 
  contact with the fog must make a successful saving 
  throw against Paralysis or suffer a temporary loss of 1d6 
  points of Wisdom. For each point of Wisdom damage 
  that a soul eating fog inflicts, it expands by 5ft in radius 
  for one hour. If the fog reduces a character or creature’s 
  Wisdom to 0, the victim dies and cannot be returned to 
  life by any means other than by a wish or resurrection. 
  A patch of soul eating fog can be temporarily dissipated 
  with gust of wind or a similar spell; but the fog will reform 
  within d rounds. The only way to destroy a patch of 
  the fog, other than killing the soul eater’s original target, 
  is for a powerful cleric to exorcise it with appropriate 
  spells and rituals.
  19
  
  Soul Eater
  RARITY: Very Rare
  SIZE: Large
  MOVE: 120ft (flying only)
  ARMOR CLASS: 3
  HIT DICE: 9
  ATTACKS: 
  DAMAGE: 1d6+1+wisdom drain/1d6+1+wisdom drain
  SPECIAL ATTACKS: Wisdom Drain (see below)
  SPECIAL DEFENSES: Hit only by + weapons or better; Surprises on 1-3 on d6; never surprised in darkness; 
  immune to poison and sleep.
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 0%
  TREASURE: None
  INTELLIGENCE: Low
  ALIGNMENT: Neutral
  LEVEL/X.P.: 9/1,350 + 1/hp
  Soul eaters are undead entities summoned to the material plane to slay a particular enemy of the 
  spellcaster who dares to summon one.  These horrible manifestations resemble a billowing cloud of inky 
  darkness with two long, pale white arms protruding from the mist, each ending in a clawed hand. Soul 
  eaters sustain themselves on the life energies of living creatures and derive this sustenance by draining the 
  very soul of a living target.
  The soul eater attacks with two ghostly claws in each round. It attacks until either it or its target is defeated 
  or slain.  A successful hit with a claw attack automatically reduced a victim’s wisdom (temporarily) by 1d6 
  points. A creature brought to a Wisdom of 0 dies and cannot be returned to life by any means (other than 
  a wish or resurrection), for the soul eater devours the victim’s soul.
  Soul eaters are summoned by a ritual that includes the name of a particular target of the summoner’s 
  vengeance.  The soul eater, once manifested in the material plane, will unerringly track this target and 
  attack it.  The summoning process creates a mental link between the soul eater and the caster who 
  summoned it. If a soul eater’s victim (i.e., the creature it is summoned to slay) is killed by another, the soul 
  eater returns at full speed to the caster and attacks him. Likewise, if a soul eater is defeated in battle (but 
  not slain) by the creature it is summoned to kill, it returns to the caster and attacks him. 
  Soul eaters are immune to poison and sleep. They may be turned as mummies.
  Forestbloom
  A distant relative of desertbloom and winterbloom, 
  forestbloom appears as a small vine-like plant with 
  dark green petals, green stems, and small blue flowers 
  growing near the top of the plant. Forestbloom is 
  found only in heavily forested areas and its flowers 
  are active for one month after the last of the winter 
  snows have melted. Forestbloom gives off a slightly 
  sweet scent that can be detected to a range of 30 
  feet.
  If a patch of forestbloom is disturbed during its active 
  season, the plant releases a burst of poisonous spores 
  in the form of a dark green cloud. Characters and 
  creatures within 10 feet of the forestbloom must make 
  a successful saving throw vs. poison or be sickened 
  for d+ rounds. The cloud lingers in the area for 
  1d rounds, and each round a character or creature 
  remains in the area (or if he leaves and re-enters the 
  area), another saving throw must be made or the 
  character or creature is nauseated for d rounds.
  A patch of forestbloom, typically about five feet in 
  diameter, can be destroyed by inflicting 10 hit points 
  of damage upon it with weapons, fire, etc. During its 
  inactive months a patch of forestbloom is harmless.
  0
  
  Heatburst Cactus
  RARITY: Rare
  SIZE: Medium
  MOVE: 0
  ARMOR CLASS: 8
  HIT DICE: 3
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: Burst of flame
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 3/85 + /hp
  This normal-looking cactus is often found mixed in 
  with several other types of cacti, though all of the 
  plants surrounding the heatburst cactus show signs 
  of fire damage. 
  If disturbed, a heatburst cactus explodes, unleashing 
  a wave of flames that reach out in a radius of 20ft. 
  All characters and creatures within the affected 
  area must make a successful saving throw vs. breath 
  weapon or suffer 2d6 points of fire damage. Once a 
  heatburst cactus explodes, it requires 3d10+10 days 
  in order to regrow the flame pods housed within 
  its trunk.  Even after the plant’s massive fireburst, it 
  may still expel buds at its enemies, one per round.  
  On a successful attack roll, the bud explodes on or 
  near the target, inflicting 1d4 points of damage in a 
  radius of five feet.
  Lichen, Blood
  This bright red lichen, a symbiotic joining of algae 
  and fungi, hangs from cave and dungeon ceilings 
  and grows slowly down surrounding walls and 
  stalactites and, in rare cases, reach the floor where 
  it begins to slowly spread outward. Blood lichen is 
  thick and slimy and slightly resembles fresh blood. 
  When disturbed, a 5-foot diameter patch of blood 
  lichen spatters bits of red fungus out to a distance of 
  0ft, staining anyone in the area with what resembles 
  a spattering of blood (this may be avoided with a 
  successful save vs. breath weapon).  The algae 
  causes an intolerable itching sensation, so intense 
  that anyone splattered with it will begin scratching 
  (dropping any items held) and will run in a random 
  direction for d6 turns.
  Lichen, Harmonic
  This white growth hangs from cave and dungeon 
  ceilings and grows slowly down surrounding walls 
  and stalactites and, in rare cases, reaches the floor 
  where it begins to slowly spread outward. 
  A patch of harmonic lichen is, by itself, harmless. 
  The lichen picks up sounds from one direction and 
  amplifies the sound in another direction; in some 
  cases, the lichen bounces amplified sound back 
  toward the source.  In some cases, the effect can 
  actually be damaging to the ear if the original sound 
  was particularly loud or shrill.  When harmonic lichen 
  grows near a patch of harmonic mushrooms or other 
  creatures that may cause damage with sound, 
  the damage is usually increased by 50%.  Sounds 
  that enchant or have some magical function (not 
  verbal components) such as a harpy’s song, may 
  be strengthened, with saving throws against the 
  effect being penalized by –1.
  In addition to the lichen’s potentially damaging 
  properties, they can create strange deceptions 
  by carrying distant sounds to the party’s ears.  A 
  string of harmonic lichen patches can even serve 
  as a warning alarm, possibly reaching very far into 
  a dungeon, and allowing monsters to eavesdrop 
  upon a party’s discussions.
  1
  
  Mold, Arcanebleed 
  This dark green mold, created when yellow mold 
  grows over a magic item and is left undisturbed 
  for a great length of time, radiates faint light in 
  even the darkest of conditions. Arcanebleed mold 
  completely drains the magic item it has overgrown 
  and, if disturbed, a 5-foot diameter patch of this mold 
  explodes in a blast of arcane energy. All within 10 
  feet of the mold suffer d6 points of damage (save 
  vs. spell for half damage).
  Mold, Coffin
  This black, thick growth is found coating ancient 
  graves, sarcophagi, and tombstones. It may be 
  found on the top of a grave, buried and coating the 
  outside of these containers, and may also be found 
  growing on the inside of a sarcophagus, coating the 
  inside of the casket and growing thick upon the bodily 
  remains within.  If coffin mold is disturbed, it wafts forth 
  a cloud of disease-carrying spores. Anyone within 15 
  feet of the mold must make a saving throw vs. poison 
  at + or catch a disease of the respiratory system.  This 
  disease causes the sufferer to break into a hacking, 
  convulsive laughter every 1d10 turns, with the loud 
  gasps and barks lasting the full duration of that turn. 
  The afflicted character does not laugh while asleep, 
  but has a 1% chance of dying (not cumulative) per 
  eight hours of sleep. Fire destroys coffin mold.
  Mold, Dark
  This sickly, black fuzzy mold grows on the damp floors 
  of subterranean areas near cave mouths, feeding 
  on the decaying seeds and vegetation dropped by 
  transient cave dwelling animals. A prolific reproducer, 
  dark mold constantly spews its infectious microscopic 
  spores into the surrounding air, creating a hazy cloud 
  that is difficult to see; any character approaching 
  an area of dark mold spores has a 1 in 6 chance to 
  notice the cloud.
  Living characters or creatures that pass through a 
  patch of dark mold, or areas adjacent to the patch, 
  suffer no immediate adverse effects. The microscopic 
  spores are inhaled and lie dormant within the victim’s 
  lungs for 1d6 days, after which the victim must make 
  a saving throw vs. poison at +1 or fall victim to the 
  dark mold disease (see box).
  Fire or intense cold of any type, magical or natural, 
  completely destroys a patch of dark mold.  When 
  the mold is destroyed, it gives off a particularly 
  intense exhalation of spores with the smoke (no 
  bonus to saving throws).  The spores dissipate after 6 
  turns, but if the party attempts to move through the 
  area near the burned-off mold, saving throws will be 
  necessary.
  New Disease: Dark Mold
  A character or creature that falls victim to this 
  brutal disease spends most of his time coughing 
  and suffers a – penalty on all die rolls. Dark 
  mold is also known as thief’s doom (reduces the 
  chance of success on all thieving rolls by 50%) 
  or mage silencer, the latter because spellcasters 
  suffering from the sickness have a 50% chance 
  of miscasting any spell with a verbal component.  
  The disease cures naturally, with a cumulative % 
  chance per day that the disease will have run its 
  course.  Until the disease has either been cured or 
  the sufferer recovers naturally, the victim of Dark 
  Mold disease’s constitution is effectively reduced 
  by 1d points.
  Mold, Doppleganger 
  RARITY: Rare
  SIZE: Medium
  MOVE: 0
  ARMOR CLASS: 8
  HIT DICE: 
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: Deceptive appearance, disease
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: /50 + 3/hp
  From time to time, when a yellow mold kills a 
  doppelganger, the mold may itself undergo a 
  change, assimilating some of the shapeshifting 
  properties of the doppelganger flesh it has 
  consumed.   Since this bizarre transformation requires 
  the flesh of a doppelganger, the mold is generally 
  found only in the deeper levels of dungeons where 
  doppelgangers might roam.  Doppleganger mold, 
  when encountered in its natural form, appears as a 
  grayish growth that clings to the floor, often growing 
  over dead plants or the rotting remains of a small 
  animal or creature. However, adventurers will 
  seldom, if ever, see the mold in this form.  
  The form in which doppleganger mold is most 
  frequently seen is as a small animal or object – like a 
  mimic, a patch of doppleganger mold changes its 
  color and shape to resemble an object or creature 
  that has come into contact with the mold in the 
  past. Anyone approaching within 10 ft of a patch 
  of doppleganger mold when it is in this form causes 
  
  
  the mold to spew forth a cloud of poisonous spores. 
  Any character within 10 feet of the mold must make 
  a saving throw against poison (at +). If a character 
  fails the saving throw, he is infected with the disease 
  and weakened.  All the character’s die rolls will 
  incur a penalty of –1.  While the character remains 
  infected by the disease, he must make a saving 
  throw every  hours.  Failure on successive saving 
  throws inflicts another (cumulative) –1 penalty on all 
  die rolls. If the character succeeds on one of these 
  later saving throws, the disease begins to recede, 
  and the penalty will be reduced by 1 for every  
  hours thereafter.  
  Mold, Hunter’s
  RARITY: Rare
  SIZE: Medium
  MOVE: 0
  ARMOR CLASS: 7
  HIT DICE: 3
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: Cold, disease
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 3/85 + /hp
  Hunter’s mold feeds on warmth, drawing heat from 
  anything around it. A typical patch of hunter’s mold 
  is 5-feet in diameter, and the temperature is always 
  cold in a 30-foot radius around it. Living creatures 
  within 10-feet of a patch of hunter’s mold suffer 
  d points of cold damage and, if disturbed, the 
  hunter’s mold bursts forth with a cloud of poisonous 
  spores. All characters and creatures within 10 feet 
  of the mold must make a saving throw vs. poison 
  at + or contract a disease. The disease causes 
  the character to shake and tremble in the grip of 
  terrible chills. The character will have a penalty of – 
  to any attack and damage rolls while in the grip of 
  the disease, and will die in 3d6 days if the disease is 
  not cured.  
  Fire brought within 10-feet of hunter’s mold causes 
  it to instantly grow in size in the direction of the fire. 
  Cold damage, such as from a cone of cold, instantly 
  destroys a patch of hunter’s mold.
  Mold, Scarlet
  Scarlet mold is, as its name suggests, a bright red 
  mold, normally found growing in subterranean 
  environments.
  If disturbed, a patch of this bright red mold (normally 
  5 to 10 feet in diameter) bursts forth a thick cloud 
  of gas that lingers over the mold and the adjacent 
  area (a 15-foot diameter area) for d+3 rounds. All 
  within this cloud must make a saving throw vs. poison 
  at + or become infected with the Plague of the Red 
  Ancients (see crimson fog, above) and immediately 
  lose 1d6 hit points. Scarlet mold is flammable, and a 
  growth of it will be destroyed within 1d rounds by 
  fire of any kind.  A gust of wind or a similar spell can 
  be used to dissipate a released cloud of gas. Note 
  that a patch of scarlet mold destroyed by fire turns 
  into an equal-sized patch of crimson fog 1d3 rounds 
  later.
  Mold, Wilting
  This sickly-looking patch of green mold is found 
  in areas in which stagnant water has remained 
  undisturbed for weeks at a time. The mold floats on 
  the water and grows up walls and obstacles and, 
  if disturbed, releases a cloud of spores that drains 
  moisture from all living creatures in a 0-foot radius. 
  All affected creatures suffer 3d6 points of damage 
  (water and plants suffer 3d8 points of damage) 
  – a successful saving throw vs. poison reduces 
  this damage to half. The cloud remains over the 
  affected area for d rounds and continues to 
  deliver damage each round until it settles back 
  to the earth or is dissipated by gust of wind or a 
  similar spell. A typical patch of wilting mold is 10ft 
  in diameter and can be destroyed by fire, cold, or 
  acid.
  Moss, Door
  This dark brown and gray moss that grows up a wall 
  appears – from a distance – as a common wooden 
  doorway. Rangers and druids have a 50% chance 
  to notice that the door is actually made of plant 
  matter; characters of other classes are quite likely to 
  be deceived, with only a 1 in 10 chance to notice 
  that anything is awry).
  Door moss has no destructive capabilities of its own. 
  Instead, cruel dungeon designers place patches of 
  door moss at the end of long, twisted corridors in 
  an attempt to lure intruders into a mechanical or 
  magical trap, usually hidden behind the moss with 
  a trigger set about 15-feet out. Fire damage of any 
  type completely destroys a patch of door moss.
  3
  
  Moss, Shadow
  This gray-colored moss, typically 1-3-ft. in diameter, 
  grows only on the northern side of a large tree. 
  Shadow moss is vaguely luminescent and casts a 
  pale light even at night (treat as a candle with a 
  permanent duration as long as the moss exists). 
  Any creatures passing with ten feet of a patch of 
  shadow moss must make a saving throw vs. breath 
  weapon. On a failed save, bits of the moss cling 
  to the affected character or creature, making the 
  target faintly luminescent (treat as a candle) until 
  the moss is cleaned off or wears out (the moss will 
  remain luminescent for only thirty minutes after it 
  clings to a character or creature). Washing off the 
  shadow moss requires one minute and a gallon of 
  water.
  A patch of shadow moss is easily destroyed by 
  fire, cold, or acid damage, if the party should be 
  paranoid enough to do so.
  Moss, Sleep
  This soft, moist, slightly luminescent blue lichen (gives 
  off light equivalent to a candle) is often cultivated 
  by druids and underground races who use it to both 
  decorate and guard their areas. 
  Any living creature that comes within 5 feet of a 
  sizable patch of sleep moss must roll a d0 and 
  add 3 to the roll.  If the result is greater than the 
  character’s Wisdom score, the character falls asleep 
  for 1d6 hours. This is treated as a mental attack for 
  purposes of wisdom bonuses, although the bonus 
  must obviously be subtracted, rather than added, 
  to the d0 roll.
  Sleeping creatures are helpless. Slapping or 
  wounding awakens an affected creature, but 
  normal noise does not. Awakening a creature takes 
  a full round.
  With time, individuals can build up an immunity to 
  sleep moss. As a result, monsters and NPCs living 
  near such moss tend to be immune to its effects, 
  allowing them to safely tend to the lichen and use 
  it to gain a tactical advantage against intruders or 
  enemies.
  There are rumors of certain groups of thieves and 
  assassins that use sleep moss in capturing live victims; 
  a handful of sleep moss thrust over a creature’s 
  mouth or nose has the same effect as a patch of 
  moss.
  Moss, Tsathogga’s Bog 
  RARITY: Rare
  SIZE: Medium
  MOVE: 10 ft
  ARMOR CLASS: 6
  HIT DICE: 5
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: Acid damage
  SPECIAL DEFENSES: Sickening Smell
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: 3d100 gps, 1d0 pps, 0% chance of 1d 
  gems, 5% chance of magic item
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5/5 + 6/hp
  Named for the frog-demon, Tsathogga’s Bog Moss 
  is a thick, gray-colored moss that grows in mossy 
  wetlands and swamps. Druids and magic users 
  have a 1 in 6 chance to identify it at a distance 
  as a hazard; characters of other classes will not 
  have familiarity with the plant unless it has been 
  encountered before.
  
  
  Tsathogga’s Bog Moss emits a noxious odor that 
  causes characters and creatures that enter within 
  its area – anywhere within 0-feet of a patch of the 
  moss – to become sickened (a successful saving 
  throw vs. poison at –5 negates the effect). Affected 
  characters and creatures remain sickened for a 
  number of rounds equal to the number of rounds 
  that they were within the affected area plus 1d6. A 
  character (or animal) that succeeds on the saving 
  throw must check again each round that he remains 
  in the affected area, until either succumbing to the 
  odor or leaving the area.  A sickened creature is 
  unable to move, and loses 1 hit point per round.
  Anyone foolish enough to step into a patch of 
  Tsathogga’s Bog Moss – a typical patch has a 30-
  foot diameter – finds himself walking in a thick, acidic 
  substance that the plant naturally secretes. This 
  acidic substance inflicts 2d8 points of acid damage 
  each round to anyone within the hazard; no saving 
  throw is applicable.
  The moss is able to move itself with an unpleasant 
  rippling motion, and will move to attack sickened 
  enemies with its acidic secretions.
  Mushrooms, Green Draco
  Green Draco mushrooms are dark green mushrooms 
  with white spots, each one about 8 to 1 inches in 
  height. They grow in patches of 6-1 mushrooms 
  and are only found in dark, underground areas.
  A typical patch of Green Draco mushrooms, usually 
  covering a 5-foot diameter area, releases a cloud 
  of acidic gas when any warm-blooded creature 
  comes within 10 ft. of a patch of the mushrooms. All 
  characters and creatures within the affected area 
  suffer 3d6 points of acid damage (a successful saving 
  throw vs. breath weapons reduces the damage to 
  half). There is a 50% chance that any character 
  failing the saving throw will also be incapacitated 
  for d rounds by pain.
  The acid cloud remains suspended in the air for d 
  rounds (during which time anyone in the affected 
  area must check for damage as described above) 
  after which it settles to the ground and is harmless. 
  The cloud may be dissipated by a gust of wind or 
  similar spell. The mushrooms require d6 days before 
  they may once again release an acidic cloud.
  A patch of Green Draco mushrooms is destroyed if it 
  suffers any amount of fire or cold damage.
  Mushrooms, Harmonic
  These large, white mushrooms grow in damp, dark 
  places. Roll 1d6 each round, an even roll indicates 
  that the harmonic mushroom patch releases a 
  destructive burst of sound that disrupts flesh and 
  bone. All characters and creatures within a 0-foot 
  radius must make a saving throw vs. aimed magic 
  weapons (rods, staves, etc) or suffer d6 points of 
  damage. A patch of harmonic mushrooms is instantly 
  destroyed by extreme heat or cold, and bright light 
  – natural or magical in nature – puts the patch into 
  a dormant phase during which time the harmonic 
  feature is inactive.
  The area within range of a harmonic mushroom 
  patch’s destructive sonic effect exhibits signs of 
  damage: rocks are cracked, any other hazards are 
  completely nonexistent, and creatures avoid the 
  area.  Harmonic mushrooms can be rather deadly 
  when coupled with Harmonic Lichen, and the two 
  growths are often found in the same areas.
  Mushrooms, Pit
  These gray, stone-colored mushrooms are quite large, 
  many growing to fill a 20-ft. or even 30-ft. diameter 
  circle, all of which – excluding the mushroom’s flat top 
  – is buried deep beneath the ground. A pit mushroom 
  grows to suit its surroundings, changing color and 
  texture to match the surrounding cavern or dungeon. 
  An underground pit mushroom can only be detected 
  on a roll of 1 in 1 by a non-dwarf; dwarves have a  
  in 6 chance of detecting the danger.
  Any character or creature that enters any square in 
  which a pit mushroom exists has a 3 in 6 chance of 
  falling into the mushroom, as the center of the top 
  collapses inward, dropping the character into the 
  interior of the huge stem.  Due to the spongy, soft nature 
  of the pit mushroom, the fall inflicts only one-quarter 
  falling damage but for every round a character or 
  creature is inside the pit mushroom it suffers 1d points 
  of damage as the mushroom’s internal acids eat 
  away at the victim, rapidly consuming flesh. 10 points 
  of damage per 5 feet of the pit mushroom’s diameter 
  (the body is AC 10) are required to completely destroy 
  the mushroom and cause it to stop secreting acid.
  Less dangerous pit mushrooms, virtually identical 
  to those described above but without the acid 
  attack, have been encountered.  These may simply 
  be younger versions of the same plant.  Due to the 
  monster-like nature of these plants, the game master 
  may choose to assign an experience point value for 
  killing them.
  5
  
  Mushrooms, Planar
  Growing in patches of thousands, planar mushrooms 
  are small, silver-colored growths that completely 
  dominate the corner of a dungeon or cavern 
  room in which they grow. A typical patch of planar 
  mushrooms covers a 10-foot square area.
  Unlike most hazards, planar mushrooms do not cause 
  direct damage to any characters or creatures that 
  come within the mushroom’s area of influence. 
  Instead, there is a 15% chance that anyone coming 
  within 10-feet of a patch of planar mushrooms will 
  be automatically transported to a random plane 
  or demiplane – planar mushrooms are a natural, 
  chaotic type of planar gate. Standing in a patch 
  of the mushrooms increases the chance of being 
  transported away to 5%.
  Fire destroys a patch of planar mushrooms.
  Slime, Arcane
  RARITY: Rare
  SIZE: Medium
  MOVE: 10 ft
  ARMOR CLASS: 8
  HIT DICE: 
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: Causes loss of memorized spells, 
  dispels magic items
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: /130 + 5/hp
  This unusual slime is found in abandoned treasure 
  chambers, libraries, laboratories, or other locations 
  in which magical equipment may be found. Arcane 
  slime is formed when any form of corrosive or acidic 
  slime oozes over any magic item and, in some 
  unknown way, draws in some of the item’s power. 
  Arcane slime is usually a dull blue in color, wet, and 
  sticky, and radiates faint magic when a detect 
  magic spell is cast on it. Arcane slime behaves like 
  green slime in that it clings to walls and ceilings and 
  will drop down onto unsuspecting creatures when it 
  senses movement. Arcane slime is particularly drawn 
  to magic items and, when confronted with multiple 
  targets, will drop down on whichever character or 
  creature carries the most powerful source of arcane 
  energy. Magic users are also a preferred target.
  An arcane slime that comes into contact with any 
  spellcaster or magic item immediately has an effect 
  on the target. On each round that the slime remains 
  in contact with its chosen target, if the target is a 
  spellcaster, the target loses his highest level unused 
  spell for the next -hours or, if the target has no 
  unused spells, suffers d points of damage. If the 
  target is an item, that item immediately loses all 
  arcane benefits for 2d6 rounds. If a magic item is in 
  contact with arcane slime for more than one round, 
  the item has a 1% (cumulative) chance of becoming 
  non-magical. This chance applies to all magic items 
  carried by the victim that are not protected by glass 
  (e.g., potions).
  A dispel magic or remove disease spell entirely 
  destroys a patch of arcane slime. 
  An extremely old arcane slime may change over 
  the years into spell slime, and dungeon complexes 
  containing spell slimes might also contain one of 
  these older creatures, possibly the original progenitor 
  of all the arcane slimes in the dungeon.
  Slime, Baphomet’s Saliva
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 10 ft
  ARMOR CLASS: 6
  HIT DICE: 3+1
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS: 
  SPECIAL DEFENSES: 
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 3/85 + /hp
  Baphomet, lord and master of minotaurs, in fact 
  has no direct connection to this black-colored 
  slime. Those that first encountered the black, sticky 
  substance named the slime for the demon lord 
  after they lost most of their hired men-at-arms to the 
  unholy substance. Curses filled the air that day as 
  what was at first thought to be a dangerous – but 
  avoidable – hazard turned out to be far fouler than 
  any of those in the company could have possibly 
  imagined. At first glance Baphomet’s Saliva appears 
  to be an oil of some sort, clinging to surfaces in the 
  affected area. 
  6
  
  Baphomet’s Saliva, dull black, wet, and sticky, 
  behaves much like green slime. It clings to walls, 
  floors, and ceilings in patches, and reproduces 
  as it consumes organic matter. Like green slime, 
  Baphomet’s Saliva drops from walls and ceilings 
  when it detects movement (and possible food) 
  below.
  Baphomet’s Saliva deals 3d8 points of damage per 
  round as it devours flesh, clinging to the victim like a 
  second skin. Anyone coated with Baphomet’s slime 
  must make a saving throw vs. paralysis or panic.  A 
  panicked character becomes unable to attack 
  the slime, and flails around with any weapon held 
  in hand, possibly impeding or damaging potential 
  rescuers.  One person within range of the weapon 
  (assuming there is one) will be attacked by the 
  slime’s unfortunate victim each round, although the 
  attack roll suffers a penalty of – to hit.  Baphomet’s 
  Saliva cannot be scraped off, but must be frozen or 
  cut away from the victim – the slime is immune to 
  flame. The slime sticks so closely to the victim’s skin 
  that the victim and the slime will equally divide any 
  damage inflicted to the slime.
  In a radius of 60ft, the slime has an odd effect upon 
  divine energy: clerical and druidic spells do not 
  function within this radius, and undead cannot be 
  turned.
  Slime, Bone
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 10 ft
  ARMOR CLASS: 8
  HIT DICE: 5
  ATTACKS: See below
  DAMAGE: See below
  SPECIAL ATTACKS:  Acidic slime
  SPECIAL DEFENSES: Immune to acid and blunt 
  weapons
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 0%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5/5 + 6/hp
  When a green slime manages to completely 
  consume the flesh from the bones of a victim the 
  slime typically returns to a nearby wall or ceiling to 
  await its next victim. A patch of bone slime, bone-
  white in color and speckled with bone fragments, 
  is formed when a patch of green slime remains on 
  a cavern or dungeon floor, continuing to absorb 
  the remains of a victim long after it has died. Even 
  after the slime has completely broken down and 
  consumed the skeletal remains of its victim it remains 
  on floors, no longer seeking to climb walls. 
  Any character or creature that comes within 5 ft of a 
  bone slime must make a successful saving throw or 
  be paralyzed for 3d4 rounds. After the first round of 
  contact, a bone slime adheres to its victim, dealing 
  1d6 points of damage per round while it devours 
  flesh. Bone slime is specifically attuned to organic 
  matter and has no corrosive effect on metal or 
  stone; the hazard dissolves wood, with any wooden 
  items making saving throws against acid damage.
  A patch of bone slime takes double damage from 
  any cold or fire attack, and also takes double 
  damage from blunt weapons.  Edged weapons 
  do not harm a bone slime at all.  Bone slimes are 
  immune to acid.
  7
  
  Slime, Leaf
  Leaf slime is a plantlike growth found nestled in the 
  tallest branches of trees where it easily blends in.
  Leaf slime, like most other slimes, is sticky and wet. Leaf 
  slime consumes any flesh that it comes into contact 
  with, falling in globs from the branches when the tree 
  is disturbed (such as by a climber).
  A fall of leaf slime reduces constitution temporarily by 
  1d2 points per round of exposure while it devours flesh. 
  Constitution is regained at a rate of 1 point per hour. 
  Anything that deals cold or fire damage, or a remove 
  disease spell, destroys a patch of leaf slime. Leaf 
  slime has no effect on objects made of metal, stone, 
  or anything of a non-flesh or bone material.  Leather 
  items and parchment must make a saving throw vs. 
  acid or be damaged or destroyed.  The slime may be 
  shaken off by any character it has dropped upon, by 
  making a roll of a d0 under the character’s Strength 
  score.  This hazard is similar enough to a monster that 
  the GM may choose to assign an experience point 
  value to killing it, but since it is a substance without hit 
  points, it is listed here without monster stats.
  Slime, Necrotic
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 60 ft
  ARMOR CLASS: 6
  HIT DICE: 6
  ATTACKS: 1
  DAMAGE: See below
  SPECIAL ATTACKS:  Level drain
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 50%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 6/350 + 8/hp
  This type of slime is extremely rare and normally 
  encountered in cemeteries and tombs. It is a black, 
  thick sludge, but is capable of moving quite rapidly 
  for its form, flowing across the ground like quicksilver. 
  Necromantic slime seems to form around corpses, 
  and will occasionally be found coating the body and 
  dripping from the extremities of corporeal undead 
  such as a skeleton or zombie.
  Necrotic slime behaves much like green slime in that 
  it clings to walls, floors, and ceilings, and drops down 
  to feast when it detects movement. 
  A necrotic slime drains a level from any victim it 
  successfully hits, unless the victim makes a saving 
  throw vs. poison (+ bonus to save). Each subsequent 
  round that the slime remains in contact with its victim 
  it automatically deals d6 points of damage rather 
  than continuing to drain levels. The slime will not 
  leave a chosen victim until the victim is dead.
  If necrotic slime is damaged with an edged weapon, 
  it will divide into two necrotic slimes, each having 
  half the hit points of the original.  Both of the smaller 
  slimes have the ability to drain levels.
  Slime, Snowfall
  This white-colored slime rests beneath a light dusting 
  of snow, waiting patiently for a living creature of 
  character to walk over it. Once a victim nears the 
  center of a patch of snowfall slime – a typical patch 
  is a 10 feet in diameter – the slime strikes, going from 
  a dormant state to its live, heat-absorbing state in 
  fractions of a second.
  Anyone caught on an activated patch of snowfall 
  slime suffers d points of cold damage per round as 
  it drains the heat from the subject. Escaping from a 
  patch of snowfall slime is difficult, as an active slime 
  patch becomes quite slippery – a saving throw vs. 
  breath weapons is required to scramble off the top 
  of a snowfall slime. A failed check leaves the slime’s 
  victim prone.
  A single snowfall slime has AC 10 and 10 hp. 
  Slime, Spectral
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 60 ft
  ARMOR CLASS: 
  HIT DICE: 5+1
  ATTACKS: 1
  DAMAGE: See below
  SPECIAL ATTACKS:  Level drain
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 50%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5/5 + 6/hp
  This bright blue, almost-translucent slime is sometimes 
  formed when a spectre or ghost is destroyed on 
  a material plane world. A patch of spectral slime 
  8
  
  radiates an unnatural aura that affects animals that 
  come within 30-feet of the slime; the animals refuse 
  to willingly approach closer to a patch of spectral 
  slime. Like most slimes, a patch of spectral slime clings 
  to walls, floors, and ceilings in patches, reproducing 
  as it consumes victims’ levels. The slime drops from 
  walls and ceilings when it detects movement (and 
  possible food) below.
  Living creatures that come into contact with a 
  spectral slime lose two levels and an additional 
  level for each additional round that they remain in 
  contact with the spectral slime. The slime does not hit 
  automatically on successive rounds.  With each hit, 
  the character is permitted a saving throw vs. spells 
  to prevent the level drain. Unlike necrotic slime, if a 
  spectral slime is killed the lost levels are returned to 
  those who lost them in a wailing maelstrom of air 
  that does 1d points of damage to anyone who is 
  regaining levels.  Lost levels are regained at a rate 
  of one per hour.  A character reduced to level 0 
  by a spectral slime is killed, but can later be raised 
  from the dead.  The character does not later rise as 
  an undead creature as a result of being killed by 
  spectral slime.
  Slime, Spell
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 60 ft
  ARMOR CLASS: 
  HIT DICE: 5+1
  ATTACKS: 1
  DAMAGE: See below
  SPECIAL ATTACKS:  Level drain
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 0%
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 50%
  TREASURE: None
  INTELLIGENCE: Nil
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5/5 + 6/hp
  As arcane slime (see p. 6) ages, it slowly changes, 
  both its color and nature transforming into something 
  far, far more sinister. 
  Spell slime is bright blue in color, wet, and sticky, and 
  radiates strong magic when a detect magic spell is 
  cast on it. Spell slime, just like arcane slime, behaves 
  like green slime in that it clings to walls and ceilings 
  and will drop down onto unsuspecting creatures 
  when it senses movement. If faced with multiple 
  characters or creatures a patch of spell slime will 
  wait to drop on the most powerful spellcaster – spell 
  slime can detect magical strength naturally out to 
  a range of 30 ft. If no spellcasters are available its 
  next choice of victim will be the one with the most 
  powerful magic item. Spell slime will not attack a 
  character or creature that either is not a spellcaster 
  or is not carrying any magic items.
  Immediately upon contact with a 5-foot patch of 
  spell slime a spellcaster or magic item must make a 
  saving throw vs. spells. If the save fails, the spellcaster 
  loses all memorized spells, temporarily loses d 
  points of Intelligence, and suffers 1d6 points of 
  damage; all magic items brought into contact with 
  the slime must make a saving throw (using the same 
  table as the magic user) or be completely drained 
  of power. Spells cast within 30-ft. of a patch of spell 
  slime have no effect.
  A dispel magic spell successfully cast on a spell slime 
  destroys it utterly. 
  Lost points of intelligence are regained at a rate of 
  1 per hour.
  9
  
  Slime, Starfallen
  RARITY: Very Rare
  SIZE: Medium
  MOVE: 0 ft
  ARMOR CLASS: 5
  HIT DICE: 8
  ATTACKS: 1
  DAMAGE: See below
  SPECIAL ATTACKS:  Eats brains
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: 0%
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 0%
  TREASURE: None
  INTELLIGENCE: Semi
  ALIGNMENT: Chaotic Neutral
  LEVEL/X.P.: 8/900 + 1/hp
  Starfallen slime is brought to the world by meteorite 
  impacts from the dark voids beyond the moons, 
  between the very stars.  These are places that 
  astrologers choose not to speak of, where the logic 
  and symbols of their craft are defeated by the 
  dark absence of meaning. The slime is black with 
  small silver specks, starfallen slime is difficult to see, 
  surprising opponents on a roll of 1- on a d6. It is 
  typically found within or near craters, or in magical 
  laboratories of those who dabble foolishly in things 
  beyond the realm of mortal knowledge. Starfallen 
  slime dies off quickly once it reaches a world; within 
  1d6+1 days of a meteorite’s impact, individual 
  patches of starfallen slime will become tar-like pools, 
  strange and disturbing but not ordinarily harmful.
  When starfallen slime comes into contact with a 
  creature it instantly adheres to the creature’s body 
  and begins seeping in through pores and making its 
  way to the creature’s brain.
  The attack of starfallen slime inflicts no physical 
  damage but reduces both intelligence and wisdom 
  by 1d6 points with each successful hit, sucking the 
  victim’s brain from the pores and cavities of the 
  head. A separate saving throw vs. spell is made 
  for the loss of wisdom and the loss of intelligence. 
  A character or creature that is reduced to 0 
  Intelligence or Wisdom by starfallen slime becomes 
  a shambling husk of a person, barely able to act 
  in any useful way.  The lost ability points may only 
  be restored by a wish; they cannot be restored by 
  clerical magic.
  Slime, Unholy
  This foul, evil peril is in most respects exactly like a 
  black pudding. However, unholy slime only seeks to 
  feed upon those of good alignment. 
  Unholy slime is created through evil rituals and 
  perhaps by spells not widely known in the world.  It is 
  not a naturally occurring hazard.
  Slime, Winter
  RARITY: Rare
  SIZE: Medium
  MOVE: 10 ft
  ARMOR CLASS: 8
  HIT DICE: +3
  ATTACKS: 1
  DAMAGE: 1d
  SPECIAL ATTACKS:  Paralysis
  SPECIAL DEFENSES: Grows from cold damage
  MAGIC RESISTANCE: Standard
  NO. ENCOUNTERED: 1d6
  LAIR PROBABILITY: 0%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: /130 + 5/hp
  Winter slime is a plantlike growth found in cold, 
  underground areas. It is freezing to touch and is a 
  light blue, almost clear, in color. Winter slime adheres 
  to walls, ceilings, and floors, and consumes any 
  organic matter that it comes into contact with. The 
  30
  
  slime is a distant relative of numerous other types 
  of slime that inhabit dungeons and underground 
  locations. Like its relatives, winter slime drops from its 
  perch when it detects movement beneath it.
  A single patch of winter slime deals 1d points of 
  cold damage each round as it consumes flesh and 
  fuses joints with its extreme cold. A successful hit 
  also requires that the victim make a saving throw 
  vs. paralysis or be paralyzed for 1d rounds from 
  the intensity of the sudden cold.  Cold-based spells 
  cast against a winter slime only strengthen it – the 
  damage done by the slime increases by +1 for every 
   points of damage done to it by magical cold. The 
  slime takes twice normal damage from heat.
  Swollen Corpse
  This unusual cactus grows in the deepest deserts. A 
  swollen corpse looks very much like the body of a 
  humanoid, even appearing to be dressed in brown, 
  tattered clothing. 
  When a character or creature passes within 0 feet 
  of a swollen corpse the cactus releases a cloud of 
  poisonous spores that blanket everything within 5 
  feet. Creatures within the affected area must make a 
  successful saving throw vs. breath weapons or suffer 
  d6 points of damage. A character or creature that 
  is killed by this cloud of spores has a 5% chance of 
  being used by the spores as a host for growing a 
  new swollen corpse. It takes 1d6+5 days for a new 
  swollen corpse to grow to maturity.
  Once a swollen corpse releases its spores it will return 
  to its deceptive form within  hours.
  Any type of fire damage inflicted on a swollen 
  corpse instantly destroys the hazard.
  Victimweed
  This dark green plant, covered in thorns and 
  decorated with numerous small yellow and white 
  flowers, sometimes grows where human sacrifices 
  were conducted. The blood of these victims may 
  give rise to the growth of victimweed, usually in 
  patches of 5ft diameter each.
  Anyone moving through or adjacent to a square 
  filled with victimweed disturbs the plant; the 
  victimweed instantly releases a burst of razor-sharp 
  thorns into the air. Characters and creatures within 
  10-ft. of the affected patch suffer d+ points of 
  damage from the thorns – a successful saving throw 
  vs. breath weapons reduces the damage to 1d+1. 
  Additionally, there is a 15% chance when disturbed 
  that the plant’s flowers will open up, spewing a 
  cloud of thick dust into the air, instantly leaving all 
  within 0-feet that fail a saving throw vs. poison 
  sickened and blinded for a number of rounds equal 
  to the number of square feet occupied by the plant 
  (normally 3d6).
  After releasing its thorns a patch of victimweed 
  requires 3 days before it can grow enough new 
  thorns to be dangerous once again. The chance that 
  the plant will release its dust cloud must be checked 
  each round that it is disturbed. Once it releases its 
  dust cloud a patch of victimweed requires 5 days 
  before it may once again release a dust cloud.
  Fire destroys a patch of victimweed, as will 3 points 
  of damage per square foot of the patch.  The party 
  should be cautious about this, though; victimweed 
  may in some cases be sacred to the being that 
  received the sacrifices in the first place, and 
  destroying the plants may incur some sort of malign 
  response from a deity or quasi-deity.
  Vines, Stumbletrap
  An exclusively subterranean plant, stumbletrap vine 
  is a thick, dark green-colored growth that thrives 
  on dim light leaking through cracks, and water that 
  31
  
  drips down from the surface. Stumbletrap vine grows 
  quickly, completely covering areas in which it is left 
  unchecked with a mass of twisted, thorn-covered 
  vines that make walking dangerous and running 
  treacherous. 
  A typical patch of stumbletrap vine covers a 0-foot 
  square area. Any movement through a stumbletrap 
  vine-filled square requires a saving throw against 
  breath weapons at the beginning of each round, 
  with a penalty of – to the roll if the character is 
  running. On a failed saving throw, the character 
  trips and falls to the ground, suffering d points 
  of piercing damage from the plant’s thorns. The 
  dragontrap vine lashes out when anyone falls into 
  it, secreting a thick, sticky substance that covers 
  the victim’s body – any character covered by this 
  substance suffers a – penalty to all die rolls until the 
  substance is washed off.
  Other Hazards
  Bark Grubs
  These diminutive vermin live in the bark of trees 
  and crawl across the ground in natural woodlands. 
  Bark grubs eat wooden objects and also carry 
  a dangerous illness that can kill if it is not quickly 
  cured.  Druids have a 50% chance to recognize 
  the presence of bark grubs; characters of other 
  classes may notice signs of the presence, such as 
  termite-like holes in wood, but will not be familiar 
  with bark grubs unless they have been previously 
  encountered.  When the grubs have a chance, they 
  begin consuming any wooden objects and instantly 
  penetrate the skin of characters unfortunate 
  enough to be in contact with them. The character 
  will shortly notice movement below the surface of 
  his skin and dust falling from any wooden objects 
  that he is carrying.
  Each round thereafter, any wooden items under 
  attack from the bark grubs must make an item 
  saving throw (at +4) against normal fire or be 
  rendered useless.
  A character being attacked by bark grubs will suffer 
  1d points of damage per round. Once the grubs 
  have killed a targeted character or creature and 
  consumed all wooden objects in the area, the grubs 
  look for a new host. Rot grubs move only 5ft per 
  round and can sense living flesh and wood within 
  30-ft. of their position. If bark grubs do not feed on 
  wood or flesh every 96-hours they die.
  During the first two rounds of contact with a 
  character or creature, the grubs can be killed by 
  applying fire to the target’s skin or by cutting open 
  the affected skin. Either option inflicts 2d6 points of 
  damage to the victim. After the second round, only 
  a remove disease spell can save the victim.
  A remove disease spell cast on any wooden objects 
  infested with bark grubs, no matter how long the 
  grubs have been eating away at the object, instantly 
  destroys the grubs (but does not restore the item).
  Gold Beetles
  Gold beetles are small, gold-colored insects that 
  – when seen in a group from a distance greater 
  than 10-feet – resemble a small pile of gold coins. 
  Only careful inspection from afar will reveal that the 
  “gold coins” are crawling over each other. 
  Anyone moving into the area near a typical nest 
  of gold beetles must make a saving throw vs. 
  breath weapon to avoid the creatures as they 
  suddenly swarm, attempting to completely cover 
  the victim’s body. The beetles inflict (in total) 1d4 
  points of damage each round as they bite at the 
  victim’s flesh. Any amount of fire damage inflicted 
  on the beetles (which will also, of course, harm the 
  victim) destroys them.  They can also be killed by 
  stamping and slapping at them, or attacking them 
  with weapons, but killing a nest in this fashion takes 
  d6 rounds, reduced by 1d rounds per person 
  engaged in bug-hunting.
  Gold beetles live in only the deepest caverns 
  beneath the earth; sunlight blinds them and over 
  one minute of exposure to natural sunlight destroys 
  the nasty bugs.
  Owl of Despair 
  A legendary creature –  much like the hound 
  of ill omen – the owl of despair is a shadowy, 
  translucent beast that can only be seen by a 
  character or creature that has recently offended 
  his deity.  Spotting or hearing an owl of despair is the 
  foreshadowing of terrible things. An owl of despair 
  is only encountered in the darkest, most dangerous 
  of forests.
  The owl emits a piercing, single screech that 
  reverberates through the forest, and even though 
  the owl’s target is the only character or creature 
  that can hear the sound, all animals within 1 mile 
  of the owl are disturbed and nervous for 1d rounds 
  after the echoes fade. The targeted character or 
  creature is cursed upon hearing the owl’s screech 
  3
  
  – the next 1d4+1 hits inflicted on the target gain a 
  +6 bonus to damage, and until the curse is lifted by 
  an atonement or remove curse, the victim cannot 
  be healed magically. 
  The victim of the owl receives no saving throw to 
  avoid the hoot’s effects.
  The owl of despair does not vanish after delivering its 
  fell message but follows its target until the curse has 
  ended. At that time there is a 5% chance that the 
  owl will screech again and the process will begin 
  again. The owl will not leave its forest, however, and 
  can be eluded if the character leaves the deep 
  woods where the owl lurks.
  There have been whispered tales of entire flocks 
  of such owls descending upon villages that have 
  forsaken their gods. 
  Worm, Treasure
  These 1-inch long white-colored worms, found in 
  groups of d, make their homes within piles of coins 
  that have remained undisturbed for several months. 
  The worms live off of nutrients in the soil and small 
  insects that stumble into their nest and, if not for 
  their ability to eat through flesh, stone, and precious 
  metals, would be more of a nuisance than a danger 
  to adventurers. 
  The worms, for their small size, are frighteningly 
  defensive of their nest: any character or creature 
  that disturbs a pile of coins infested with treasure 
  worms must make a saving throw vs. breath weapon 
  or else be attacked by dozens of worms. The worms 
  crawl over their target’s body, inflicting 1 point of 
  damage each per round until they either slay their 
  victim or they themselves are destroyed. Cold and 
  fire damage kills treasure worms, though someone 
  covered with the worms also suffers damage if a 
  cold or fire attack is used to clean the worms from 
  his body. By stamping and picking away the worms, 
  a single person may kill 1d of them per round.
  Credits
  Written by Matt Finch and Philip Reed
  Illustrated by Mark Brooks, David Hamilton, Rick 
  Hershey, Jonathan Hoffman, Charles Slucher
  Feedback and review by Mark Gedak, Damian 
  McCarthy, and Moritz Mehlem
  Layout and design by Philip Reed
  33
  
  3
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 000, Wizards 
  of the Coast, Inc.
  System Reference Document Copyright 000, Wiz-
  ards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original mate-
  rial by E. Gary Gygax and Dave Arneson.
  OSRICTM copyright 006, Stuart Marshall, adapting 
  material prepared by Matthew J. Finch, based 
  upon the System Reference Document, and in-
  spired by the works of E. Gary Gygax, Dave Ar-
  neson, and many others.
  A Dozen Hazards of the Dragon’s Lair Copyright 
  005 Philip Reed, published by Ronin Arts www.roni-
  narts.com.
  All Hazards Great & Small, Copyright © 00,
  Silverthorne Games; authors Ian Johnston, et al.
  Book Worm from the Tome of Horrors, Copyright 
  © 00, Necromancer Games, Inc.; Author Scott 
  Green, based on original material by Gary Gygax.
  Death’s Bloom from Minions 3.5, Copyright ©
  003, Bastion Press, Inc.
  Ear seeker is Open Game Content from the Tome 
  of Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Authors Scott Greene and Erica Balsley, based 
  on original material by Gary Gygax.
  Fulgurate Mushrooms, updated Piercer, Winter-
  bloom, and Witch Grass are Open Game
  Content from the Tome of Horrors II, Copyright © 
  00, Necromancer Games, Inc.; Author Scott 
  Greene; Additional Authors: Erica Balsley, Kevin 
  Baase, Casey Christofferson, Jim Collura, Meghan 
  Greene, Lance Hawvermale, Travis Hawvermale, 
  Bill Kenower, Patrick Lawinger, Nathan Paul, Clark 
  Peterson, Bill Webb, and Monte Cook.
  Hound of Ill Omen is Open Game Content from the 
  Tome of Horrors, Copyright © 00, Necromancer 
  Games, Inc.; Author Scott Green, based on original 
  material by Mike Roberts.
  Memory Moss is Open Game Content from the 
  Tome of Horrors, Copyright © 00, Necromancer 
  Games, Inc.; Authors Scott Greene and Erica Bals-
  ley, based on original material by Gary Gygax.
  Olive Slime is Open Game Content from the Tome
  of Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene, based on original mate-
  rial by Gary Gygax.
  Phantom is Open Game Content from the Tome of 
  Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene, based on original mate-
  rial by Harold Johnson and Tom Moldvay.
  Piercer is Open Game Content from the Tome of 
  Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Purple Moss is Open Game Content from the Tome 
  of Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene, based on original mate-
  rial by Jean Wells.
  Rotgrub is Open Game Content from the Tome of 
  Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Russet Mold is Open Game Content from the Tome 
  of Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene, based on original mate-
  rial by Gary Gygax.
  Slime Zombie template is Open Game Content 
  from the Tome of Horrors, Copyright © 00, Necro-
  mancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Spinal Leech is Open Game Content from the 
  Tome of Horrors, Copyright © 00, Necromancer 
  Games, Inc.; Author Scott Greene.
  Symbiotic Jelly is Open Game Content from the 
  Tome of Horrors, Copyright © 00, Necromancer 
  Games, Inc.; Author Scott Greene, based on origi-
  nal material by Roger Musson.
  Throat Leech is Open Game Content from the 
  Tome of Horrors, Copyright © 00, Necromancer
  Games, Inc.; Author Scott Greene, based on origi-
  nal material by Ian Livingstone.
  Twilight Mushrooms is Open Game Content from 
  the Tome of Horrors, Copyright © 00, Necroman-
  cer Games, Inc.; Author Scott Greene.
  Vegepygmy is Open Game Content from the Tome 
  of Horrors, Copyright © 00, Necromancer Games, 
  Inc.; Author Scott Greene, based on original mate-
  rial by Gary Gygax. 
  Vegepygmy template written by Ian Johnston 
  (00), based on original material by Scott Greene 
  and Gary Gygax.
  First Edition Fantasy: Sourcebook #1, Dungeon Haz-
  ards, Copyright 006, Ronin Arts, Authors Matthew 
  J. Finch and Philip Reed
  DESIGNATION OF PRODUCT IDENTITY: First Edition 
  Fantasy, Ronin Arts, and all logos, graphics, and 
  artwork are product identity and may not be used 
  without permission of Ronin Arts.
  DESIGNATION OF OPEN GAME CONTENT: All text in 
  this module is open game content.
  Copyright 006 Ronin Arts. 
  www.roninarts.com
  
SOURCE: textdata/thevault/Osric/OSRIC Dungeon Hazards.pdf