Dungeon Modifier

Reference name: dungeon-modifier ~ ID: 8994
Tags:
Roll Result
1 Not your favoured terrain (the ground is entirely difficult terrain)
2 Sorry humans (the dungeon is entirely dark)
3 Hea- (healing is halved (rounded down))
4 Mushroom menagerie (mushrooms of various effects (poison spores/torchstalks etc) are scattered around the dungeon)
5 Dead man's switch (enemies explode in a 5ft radius when they die)
6 WILD MAGIC (all spells create a wild magic surge)
7 Oops! All Kobolds (all enemy encounters are replaced with the appropriate number of kobolds)
8 Oops! All Goblins (all enemy encounters are replaced with the appropriate number (and level) of goblinoids)
9 Embiggen (all enemies increase by one size and deal an extra 1d4 on physical attacks)
10 Caffeine Chaos (all enemies have advantage on initiative rolls and double movement speed)
11 Treasure Goblin (somewhere in the dungeon is a goblin carrying 10 x your highest character's level in gold, but it knows you are hunting it)
12 Magma chamber (the floor of the dungeon is criss-crossed with chasms of magma that deal 4d10 fire damage when a creature falls into it and at the start of the creature's turns)
13 I'm gnot a gnoblin, I'm a gnome (enemies have different stat blocks compared to how they appear)
14 Overwhelming accuracy (enemies have a constant +2 to hit bonuses)
15 Asterix and Obelisks (there are three obelisks in the dungeon, enemy creatures get +1 to ac for each one that is active, deactivating an obelisk requires an action when stood next to it)
16 He's too tanky (enemies have 1 x the dungeon level temp hp)
17 Rime of the Frostmaiden (each hour spent in the dungeon requires characters to roll a dc10 constitution saving throw or gain a level of exhaustion from the freezing cold)
18 Descent into Avernus (each enemy has a 1/4 chance of summoning an imp when it dies)
19 The Death House awakens (each doorway has the scythe door effect from Death House)