Wildstorm
D&D 2024 hazard: Wildstorm. Source: Netheril's Fall. hazard type Hazard Areas of unstable magic can spin into small, translucent tornadoes called wildstorms. A wildstorm fills a 10-foot Cube [Area of Effect]. It has a Speed of 50 feet. Each round on Initiative count 0 (losing ties), a wildstorm moves toward the nearest creature and stops in its space. A wildstorm dissipates after 1d4 minutes. A creature that enters a wildstorm for the first time on a turn or starts its turn there is subjected to a random effect on the Wildstorm Effects table. 1-2 The wildstorm becomes momentarily incendiary around the creature. The creature takes 2 (1d4) Fire damage and is burning. 3-6 Shards of magical force whirl past the creature. The creature makes a 12 Dexterity saving throw, taking 5 (1d10) Force damage on a failed save or half as much damage on a successful one. 7-10 The wildstorm momentarily manifests toxic vapors around the creature. The creature must succeed on a 12 Constitution saving throw or have the Poisoned condition for 1 minute. If the creature already has the Poisoned condition, it instead takes 5 (2d4) Poison damage. 11-13 The creature hears mental cacophony and makes a 12 Wisdom saving throw, taking 5 (1d10) Psychic damage on a failed save or half as much damage on a successful one. Whether the saving throw succeeds or fails, the creature gains telepathy with a range of 10 feet for 1 minute. 14-17 The storm renders the creature more susceptible to its other erratic effects. The creature has Vulnerability to Fire, Force, Poison, and Psychic damage for 1 minute. 18-19 The creature's skin hardens. The creature gains a +2 bonus to AC for 1 minute. 20 The creature has the Invisible condition for 1 minute. Wildstorm Effects