Cold Desert
Dry steppe and stony desert far from the sea, scorching in summer and freezing in winter. Saxaul and tough grasses hold the ground, and caravans and herders cross it from well to well.
Over the year it averages 5 °C.
Hear it
- By day: Cold Desert (On Patreon, Guardian tier)
- In the wind: Desert with Bursts of Wind (On Patreon, Guardian tier)
- In a storm: Cold Desert Storm (On Patreon, Guardian tier)
- A canyon: Walking in a Desert Canyon (On Patreon, Guardian tier)
- Bitter cold: Strong Snowy Wind (On Patreon, Guardian tier)
- Crushing heat: Windy Desert (In the album RPG Ambiences Vol. 1)
For the table
- Ground
- open, about 30 km a day on foot
- Seasons
- -10 °C in the heart of winter, 22 °C in the heart of summer
- Water
- scarce
- Foraging
- poor
Hazards
- Bitter cold. Without furs, a fire and shelter at night, the cold numbs, then kills. Frostbite takes fingers and toes first.
- Crushing heat. At midday the heat wears a walker down far faster than the road. Those who know the land travel at dawn and dusk and rest in the shade.
- Thirst. Water is far apart and not always where the map says. A day without drinking in the heat is enough to put a traveller down.
- Strong wind. Steady wind tires walkers, blows out fires and, on sand or snow, blinds and buries the track.
D&D 5e
- Plays as
- desert, normal pace at most
- Checks
- forage: Survival DC 20 · find the way: DC 10 · search: DC 10
- Creatures are spotted at
- 6d6 × 10 ft
- Bitter cold. At −18 °C (0 °F) or colder, anyone exposed makes a DC 10 Constitution save at the end of each hour or gains 1 Exhaustion. Cold resistance passes automatically; sleeping in a bedroll does too, and a blanket gives Advantage.
- Crushing heat. At 38 °C (100 °F) or hotter, anyone exposed without drinkable water makes a Constitution save at the end of each hour, DC 5 then 1 higher each hour, or gains 1 Exhaustion. Medium or heavy armour gives Disadvantage; fire resistance passes automatically.
- Thirst. Each Medium creature needs about 4 litres (1 gallon) of water a day. Drinking less than half of it brings 1 Exhaustion at the end of the day, which does not go until a full day's water is drunk.
- Strong wind. Disadvantage on ranged weapon attacks; open flames go out and fog clears; a flyer must land at the end of its turn or fall. In a desert it can raise a sandstorm: Disadvantage on Wisdom (Perception) checks.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder Second Edition
- Plays as (Pathfinder Second Edition)
- desert, difficult terrain, about 16 km a day at Speed 25
- Checks
- Subsist: Survival DC 30 · Sense Direction: Survival DC 20
- Random encounters
- flat check DC 17 each day
- Bitter cold. Temperature bands (GM Core p. 95): at 0 °C to −11 °C (mild cold) travellers tire after 4 hours; at −11 °C to −29 °C (severe cold) they also take minor cold damage (1d6 to 2d6) every hour; at −29 °C to −62 °C (extreme cold), every 10 minutes. Cold-weather gear removes severe-cold damage and turns extreme cold into severe. A soaked traveller counts the band one colder.
- Crushing heat. Temperature bands (GM Core p. 95): from 35 °C (mild heat) travellers tire after 4 hours; from 41 °C (severe heat) they take minor fire damage (1d6 to 2d6) every hour; from 46 °C (extreme heat), every 10 minutes. In high humidity the mild and severe thresholds are about 8 °C lower.
- Thirst. Without enough water a creature is fatigued; after its Constitution modifier + 1 days without drinking it takes 1d4 damage an hour, which cannot be healed until it drinks (GM Core p. 43).
- Strong wind. Wind gives a –1 to –4 penalty to Perception that relies on hearing and to physical ranged attacks, and puts out handheld flames; strong wind can call for Athletics to move, a critical failure pushing back and knocking prone (GM Core p. 95).
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: this rules layer is based on the following Licensed Material: Pathfinder Player Core © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer; Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan Bonner and Mark Seifter. Authors: Amirali Attar Olyaee, Logan Bonner, Creighton Broadhurst, Jason Bulmahn, James Case, Jesse Decker, Eleanor Ferron, Fabby Garza Marroquín, Jaym Gates, Matthew Goetz, James Jacobs, Brian R. James, Jenny Jarzabski, Dustin Knight, Jason LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen Radney-MacFarland, David N. Ross, Michael Sayre, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Clark Valentine, Landon Winkler, and Linda Zayas-Palmer; Pathfinder Monster Core © 2024 Paizo Inc., Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. If you use our Licensed Material in your own published work, please credit us as follows: Biomes, Pathfinder Second Edition rules layer © 2026 Michael Ghelfi. Reserved Material: the names of Biomes and its catalogues, its descriptions, sounds, art and code. Pathfinder is a registered trademark of Paizo Inc.; this site is not published, endorsed, or specifically approved by Paizo Inc.
Adventure hooks
- A caravan bound for the eastern markets carries silk, tea and an iron box its merchant never lets out of his sight. Wolves have shadowed the caravan for three nights, and they howl only when the box is unloaded.
- A herding family’s well has been fouled with a dead dog, and the next well is five days off. They suspect an uncle who wanted their grazing; the uncle is camped at the next well, waiting.
- An old seller of saxaul wood knows every well and every grave on the route. He will only guide those who can sit with him through a whole pot of tea without saying a word.
- Winter has fallen on the steppe in a single night, and a caravan of a hundred camels is stuck in snow up to their knees. The master offers half the cargo to whoever gets the other half to town alive.
What grows here
- Saxaul (tree). A shrub or small tree two to eight metres tall whose leaves are reduced to tiny scales, so that it looks almost leafless. It forms open woods on the sands, dunes and salty soils of the Central Asian deserts, from the Caspian to the Gobi. Its very dense wood, which sinks in water, is the firewood and building timber of the desert peoples, and it is planted to hold the dunes. Gives: Saxaul Wood.
Animals
- Brown Bear (man-killer, alone, at dawn and dusk)
- Eurasian Lynx (dangerous if cornered, alone, at dawn and dusk)
- Snow Leopard (dangerous if cornered, alone, at dawn and dusk)
- Common Raven (harmless, in pairs, by day)
- Saiga (harmless, in herds, by day)
Kept here
- Domestic Yak (dangerous if cornered, in herds, by day)
- Sheep (dangerous if cornered, in flocks, by day)
Creatures
- White Dragon (deadly, Challenge 2-20)
- Mammoth (deadly, Challenge 6)
- Remorhaz (deadly, Challenge 11)
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
To gather
Yak Hair, Yak Milk, Saiga Hide, Saxaul Wood, Sheep Hide, Sheep Milk, Sheep Wool, Brown Bear Bile, Brown Bear Hide, Eurasian Lynx Pelt, Wormwood Sprig, Saiga Horn, Snow Leopard Bone, Snow Leopard Pelt, Beetle Wing, Datura Leaf, Garlic Clove, Giant Hyena Blood, Scorpion Venom, Vulture Throat, Ash Lizard Egg, Gnoll Fang, Henbane Leaf, Jasper Powder, Opium Extract, Pomegranate Wine, Selenite Sliver, Turquoise Powder, Jackalwere Fur, Lamia Nose, Leucrotta Jaw, Mirage Shimmer, Djinn Dust, Manticore Eye, Mummy Soul, Whirlwind Heart, Adult Dragon Tonsils, Dragon Tongue, Medusa Heart, Mummy Lord Heart Dust
Beneath
Near the surface the rock keeps the year's mean warmth, without seasons; it warms as one goes down.
- At the surface
- 5 °C
- 100 m
- 8 °C
- 500 m
- 19 °C
- 1 km
- 33 °C
- 3 km
- 88 °C
A town here
How large a town this land can feed, what it makes and what it must buy. Build it in Hearth
Fantasy variants
Crystalline Cold Desert, Eldritch Cold Desert
Nearby biomes
Tropical Rainforest, Tropical Dry Forest, Temperate Forest, Temperate Conifer Forest, Taiga, Savanna, Grassland, Flooded Grassland, Alpine Meadow, Tundra, Mediterranean Scrub, Hot Desert, Ice Sheet, Barrens
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