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Mount Pyria

Mount Pyria is on the Prime Material Plane of Kutloc.

The smoke whirls like a thin steam in the air above the volcano. It does not erupt, however lava rivers flow down the sides of the mountain.

The mottled brown stones reveal under flowing lava of oranges and reds. The golden yellow is melted gold. The small tidal lake reflects the colours of the lava. The lava cools in a hiss of thick steam as it touches the water.
Collecting Fire Elemental stones from in lake or heated on the sides of the mountain. Titanic sized boulders roll down the sides of the lava bleeding.


In the pocket of the Prime Material Plane of Kutloc - outside of the Feywild Expanse.


CREATURES 
Fire Snakes (CR 1
Salamanders (CR 5
Fire Elementals (CR 5
Magma Mephits (CR 1/2),
Fire Troll (CR 9
Magma Bear (CR 3
Magmin (CR 1/2
Umber Hulks (CR 5
Fire Elementals (CR 5)

Localized Phenomena

    Affects depends on air flow and exposure - (roll with advantage if outside; with disadvantage if enclosed space):- 
  • Within 30 feet of lava, a creature takes 1d4 fire damage per round. Even at this distance, the skin becomes visibly flushed with exposure. Unless you have fire resistance, the heat causes your eyes to water, imposing disadvantage on attack rolls and Wisdom (Perception) checks based on sight. At the beginning of every round that the creature is exposed to the lava, they must succeed a DC 10 Constitution saving throw or suffer 1 level of exhaustion. These effects are negated if the character ducks down or avoids exposing themselves to the lava.

  • Within 20 feet of lava, a creature takes 1d10 fire damage per round unless they crouch down (half movement speed). Exposed skin suffers second-degree burns that take 2d6 days to heal without magical healing. At the beginning of every round that the creature is exposed to the lava, they must succeed a DC 15 Constitution saving throw or suffer 1 level of exhaustion. Creatures wearing medium or heavy armour, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw.

  • Within 10 feet of lava, a creature takes 4d10 fire damage per round unless they crouch down (half movement speed). Exposed skin suffers second-degree burns that take 3d6 days to heal without magical healing. At the beginning of every round that the creature is exposed to the lava, they must succeed a DC 20 Constitution saving throw or suffer 1 level of exhaustion. If the creature was not holding their breath, is wearing medium or heavy armour, or is clad in heavy clothing, they have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw.


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  • Within 5 feet of lava, a creature takes 20d10 fire damage per round, or half as much if they lie prone (they can crawl 10 feet per round). Under direct exposure, cloth garments burn away, metal armour sears to flesh, and exposed skin suffers third-degree burns, causing permanent disfigurement to exposed extremities. The DM determines the nature of this disfigurement (the Lingering Injuries table in the Dungeon Master’s Guide has some great suggestions). At the beginning of every round that the creature is exposed to the lava, they must make a DC 25 Constitution saving throw. On a success, they suffer 1 level of exhaustion. On a fail, they are reduced to 1 hit point. If the creature was not holding their breath, is wearing medium or heavy armour, or is clad in heavy clothing, they have disadvantage on the saving throw. Creatures with immunity (but not resistance) to fire damage automatically succeed on the saving throw.
Type
Volcano
Location under

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