Quickslush (5e Hazard)
From D&D Wiki
Quickslush[edit]
A character approaching an area of quickslush at a normal pace is entitled to a DC 10 Perception check to spot the danger before stepping in, but charging or running characters have disadvantage on the check to detect the quickslush before blundering in. A typical area of quickslush is 30 feet in diameter.
Effects of Quickslush: Characters in quickslush must make a DC 12 (Constitution) Athletics check every round to simply tread water in place, or a DC 17 (Constitution) Athletics check to move 5 feet in whatever direction is desired. If a trapped character ails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath
Characters swimming or submerged in quickslush are susceptible to the effects of hypothermia. Characters below the surface of the quickslush may swim back to the surface with a successful DC 20 (Constitution) Athletics check
Rescue: Pulling out a character trapped in quickslush can be difficult. A rescuer needs to use a sturdy item that can reach the victim. Then he must make a DC 15 (Constitution) Athletics check to successfully pull the victim, and the victim must make a DC 10 (Constitution) Athletics check to hold onto the item. If the victim fails to hold on, he must make a DC 15 (Constitution) Athletics check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety
Back to Main Page → 5e Homebrew → Hazards