Wind Tunnel Trap
Wind roars down a passage.
A creature or object that enters the passage for the first time on a turn or starts its turn there must succeed on a Strength saving throw or trigger a Failure. Movement against the direction of the wind requires a Strength check (see Possible Solutions).
Additionally, ranged weapon attacks can’t be made against the direction of the wind, open flames in the tunnel are extinguished, and fogs and gases are dispersed.
A wind tunnel trap can also be used underwater to represent a strong current.
Wind. The wind is loud and can be heard for 100 feet.
Spell Solve. A gust of wind cast against the direction of the wind reduces the number of feet the wind tunnel pushes creatures and objects by 15 feet. Teleportation allows the wind wall to be bypassed.
- A creature can make a Strength check to move against the wind. This check is made with advantage if the creature can find handholds or otherwise secure itself as it goes.
Potential Outcomes
Critical Failure. If the target is an object, it is pushed 30 feet in the direction of the wind. If the target is a creature, it must make a Strength saving throw . On a failure, the creature takes 3 (1d6) cold damage, is pushed 30 feet in the direction of the wind, and is unable to move against the wind until the start of its next turn.
Failure. As a Critical Failure, but the creature doesn’t take cold damage.
Success. The creature is not pushed and can move against the wind without making a Strength check until the end of its turn, spending 2 feet of movement for each foot of movement.
Critical Success. As a Critical Success, but the creature does not need to spend additional movement to move against the wind.