Text | Prerequisite: 13th-level ranger; magical
When activated, the area within a 20-foot-radius sphere centred on the trap suddenly drops to a debilitatingly low temperature for the next minute. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and, until the start of its next turn, its speed is halved and it can't take reactions. On a success, a creature takes half as much damage and isn't otherwise affected.
Source: Heliana's Guide to Monster Hunting p. 190 (Homebrew) |