ELDRITCH STORMS
Magic has the ability to make even the most serene natural settings unpredictable. Whether the result of magical calamities, otherworldly influences, or nexuses of inexplicable forces, the subsequent effects range from whimsical to deadly. When magical currents become trapped amid winds and clouds, eldritch storms can result.
Flaywind
Supernaturally powerful windslike those from planes such as Pandemonium or Minethys, the third layer of Carceri-can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or shelter offers protection against the flensing grit. A flaywind leaves 4d6 feet of sand or debris in its wake. A successful DC 15 Intelligence (Arcana) or (Nature) check or Wisdom (Survival) check allows a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 x 10 hours.
Flame Storm
Sooty thunderclouds shot through with red and orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that aren't being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom (Perception) checks and ranged attack rolls. A flame storm usually lasts 2d4 minutes, though the originating storm clouds can persist for days, creating multiple flame storms.
Necrotic Tempest
Storms infused with the essence of death roil with dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn't a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of each minute or take 3d6 necrotic damage. A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. A necrotic tempest lasts for 1d4 hours and leaves crops withered and wells undrinkable for 1d4 days after its passing.
Thrym's Howl
These bone-chilling blizzards drive a wall of wind and snow like a living glacier. The storm projects extreme cold (see the Dungeon Master's Guide). Due to the howling wind and dense blue-white ice particles, the area in the storm is heavily obscured, and ranged attack rolls and Wisdom (Perception) checks made within it have disadvantage. Any creature exposed to the storm at the start of its turn takes 2d6 cold damage and can't regain hit points until it spends at least 1 hour in a warm environment. A creature that dies in the storm freezes solid. Creatures that are immune to cold damage are immune to the effects of the storm and can see normally within it. Thrym's howl typically lasts 2d10 hours.