Swamp Dangers

Last Updated: April 4, 2026By

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By Jason Bulmahn
By Kyle Hunter

Swamps and marshes are full of dangers beyond quicksand and deep bogs. Deadly gases, poisonous mushrooms, and insidious plagues lurk in the dank places of the world. Here are some new hazards to challenge your players as they make their way through the fetid waters and marshy plains of the common swamp.

BONE ROT

Graveyards and battlefields within a rotting swamp are breeding grounds for disease. Bone rot is one such terrible ailment. This dangerous affliction causes the victim’s bones to become brittle and eventually rot away. Anyone wading through a stagnant pool close to a gravesite risks contracting this ailment. The disease is spread through contact and has an infection DC of 16. It has an incubation time of 1d3 days and deals 1d4 Dexterity damage as the victim’s bones are slowly devoured. Once the victim takes more than 3 points of Dexterity damage, his bones become so brittle that he suffers an increased chance of receiving critical hits from bludgeoning weapons. Any time a target with advanced bone rot is struck with a bludgeoning weapon, the critical threat range is increased by 1. This increase does not stack with any other effect that improves the threat range of a weapon. Victims reduced to 0 Dexterity by this disease are unable to move due to extremely brittle bones and require heal or similar magic to be cured of this condition.

CHOKING CINDER FUNGUS (CR 2)

This relatively harmless-looking black fungus commonly grows on rotting wood in moist environments. While it is perfectly safe to touch or scrape off, it reacts violently to fire or extreme heat. If wood with choking cinder fungus is burned, it releases deadly fumes in a 10-foot radius that act like an inhaled poison. The initial and secondary damage for this poison is 1d4 Wisdom. A successful DC 14 Fortitude save negates this damage. The fumes disperse after one minute in calm air and as quickly as one round in a stiff breeze (although a continuous source of burning fungus will extend this duration). A DC 20 Knowledge (nature) or Survival check identifies this fungus.

CORPSE LIGHTS

Often mistaken for will-o’-wisps, these small orbs of light are simple static discharges that dance from tree to tree and float along the surface of ponds. Formed from certain decaying plants, these sparks can be identified as harmless natural occurrences with a successful DC 15 Knowledge (nature) or Survival check.

TORMENT TOADSTOOLS (CR 2)

These small, innocuous blue mushrooms release a small cloud of spores when stepped on. These spores cause extreme nausea and vomiting. The spore cloud has a 5-foot diameter and dissipates after only one round. Those that fail a DC 13 Fortitude save are nauseated for 1d4 rounds and then sickened for 1d8 minutes. Those with indiscriminate taste sometimes harvest these mushrooms to create potent ale or to sell them to shady apothecaries. A successful DC 17 Knowledge (nature) or Survival check identifies these mushrooms.

INFERNO VAPOR (CR VARIABLE)

Inferno vapor is one of the most deadly hazards encountered by swamp travelers. Formed in gently bubbling pools, this vapor combusts when exposed to air, but only when the concentration has built up to a high enough level. The result is a small explosion that occurs at regular intervals. A DC 18 Survival check notices the presence of this dangerous gas upon entering its blast radius. There are three common types of inferno vapors as noted on the chart below.

TypeRadius*DamageIntervalReflex Save DCCR
Candle10 ft.4d6 fire5+1d2 rounds142
Torch20 ft.6d6 fire7+1d2 rounds163
Bonfire40 ft.8d6 fire9+1d2 rounds184

*The radius noted above is from the central point of the pool that creates the vapor. A successful Reflex save halves the damage from the explosion.

PLAGUE GNATS

These small green gnats infest swamplands in large cloudlike swarms. Unlike true swarms, the insects are so small that they do not cause any damage or distraction, are immune to physical harm, and do not have any of the swarm traits. Any area effect fire spell instantly destroys a cloud of plague gnats and strong wind, such as that from a gust of wind spell, disperses it harmlessly. Those entering an area containing plague gnats receive dozens of tiny bites from the persistent bugs. Although this causes no damage, those bitten risk contracting plague gnat boils. This disease has an infection DC of 14 and an incubation period of 1 day. Those infected take 1d3 Strength damage and break out in large red sores that occasionally release young plague gnats. These new gnats do not pose a threat unless the victim is reduced to 0 Strength, in which case the gnats begin to concentrate around the immobile victim, forming a new cloud.

SCARLET HEART MUSHROOMS (CR 4)

Often found next to pools of standing water, these large black mushrooms are known for their heart-shaped red spots. These mushrooms are sensitive to heat, and when any living creature comes within five feet, their red spots burst, releasing a 10-foot cloud of spores. All living creatures exposed to the spores must succeed at a DC 17 Fortitude save or be blinded. This blindness lasts for 2d4 days but can be cured by remove blindness or similar effects. Scarlet heart mushrooms are destroyed by any source of cold or acid damage but are immune to fire and sonic damage. Electricity causes the mushrooms to go dormant for one day per point of damage dealt. A DC 20 Knowledge (nature) check identifies these mushrooms as well as their properties.

SPIRIT MOSS (CR 8)

Most seasoned travelers going through marshlands quickly learn to avoid the pale white moss that grows on long dead trees. Those that ignore this simple warning are rarely seen again, their corpses rotting under the tangled beard of this fatal moss. Spirit moss reacts violently, thrashing about when living creatures are within 10 feet. Those within this area must make a DC 20 Reflex save or be struck by the moss. Once hit, the moss implants spores that burrow into the creature’s skin causing 1d4 Constitution damage. The round after spores are implanted, the victim is overcome by a terrible malaise. Each round, infected victims must succeed at a DC 18 Fortitude save or suffer 1d6 Charisma damage. Victims that reach 0 Charisma fall catatonic and moan softly, completely unable to move. From this point, the victim continues to lose Constitution at the rate of 1 point per day. Upon death, the victim’s body sprouts new spirit moss vines and the cycle begins anew. The progress of the spores can only be halted by remove disease or similar magic, although applying flame to the affected area the round after contact also eliminates the threat. Healing the Charisma damage before killing the spores causes the Charisma loss to begin again. Spirit moss is easily destroyed by fire. The moss emits a strange unearthly moaning as it burns. A successful DC 22 Knowledge (nature) or Survival check reveals the threat of this deadly moss.

VIOLET SLIME (CR 3)

This deadly slime lurks on the surface of standing pools. Those wading through a pool containing violet slime find that it clings to them when they emerge. One round later, the slime turns highly acidic as it begins to dry, burning the victim. Those covered in violet slime take 2d6 points of acid damage per round. The slime is easily washed off with water and it is destroyed when exposed to fire or bright light. This acid does not damage metal but wood is susceptible. The slime’s properties are revealed with a successful DC 15 Knowledge (nature) check.

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