Ember-Skin Dune
This hazard is a brittle skin of red desert crust over loose, wind-swallowed sand. When a creature crosses the wrong patch, the surface gives way in a sudden hissing slide, dumping the victim into a waist-deep drift of hot grit that claws at eyes, mouth, and boots. The dune is more nuisance than killer, but it can break a formation, separate a party, and leave travelers exposed in open country.
Ember-Skin Dune
Defenses
Detection
“A low red dune ahead seems to glitter like embers under the sun. Up close, the sand has a glassy crust dotted with tiny black stones, and a few half-buried ribs of pale rock ring the area like old wagon bones.”
Standard Engagement
A Large or smaller creature steps on the unstable crust or a creature forces movement across it with a shove, drag, or mount stampede.
The dune lies dormant until a creature crosses the crust. If triggered, the crust collapses in a 10-foot square centered on the stepping creature. Each creature in that area must make the save, and loose sand in the square becomes difficult terrain until the end of the next round.
The hazard remains unstable for 24 hours or until strong wind, rain, or deliberate packing settles it again.
When a Large or smaller creature steps onto the unstable crust, the hazard triggers. The creature must succeed on a DC 13 Dexterity saving throw or sink into shifting sand and take 2d6 bludgeoning damage plus 1d6 slashing damage from grit. On a failed save, the creature is also knocked prone and its speed becomes 0 until it uses an action to crawl free with a successful DC 13 Strength (Athletics) check. On a success, the creature keeps its footing but the area still counts as difficult terrain until it is crossed carefully.
A creature that is holding onto a fixed object, such as a rope tied to a rock or a wagon axle, gains advantage on the Dexterity saving throw.
If a creature falls prone in the hazard, each creature within 5 feet of the collapsing square must succeed on a DC 13 Dexterity saving throw or be splashed with grit and take 1d4 slashing damage.
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