Primordial Heart of the Labyrinth
A massive, levitating dodecahedron composed of shifting quicksilver and violet glass. It is the conscious mind of the dungeon, capable of rewriting physical laws within its domain to excise intruders.
Primordial Heart of the Labyrinth
Defenses
Detection
“The core pulses with a rhythmic, low-frequency hum that vibrates in the marrow of the bone. Ghostly blue blueprints of the dungeon floor flicker in the air around it, rapidly changing as the core thinks.”
Standard Engagement
The Heart enters initiative as soon as a creature that does not bear the 'Master Key' mark enters the Central Sanctum.
On initiative count 20, the Heart uses two of the following actions: 1. Architectural Flux: The Heart moves one 20-foot-square section of floor, wall, or ceiling up to 60 feet. 2. Manifest Guardian: The Heart summons 1d4 creatures of CR 10 or lower that disappear if the Heart is disabled. 3. Trap Genesis: A new trap (such as a Sphere of Annihilation or a Prismatic Wall) appears in an unoccupied space. 4. Spell-Web: The Heart casts a spell from the following list (save DC 22): Forcecage, Maze, or Reverse Gravity.
The Heart resets at the start of every dawn, reconstructing any destroyed walls or summoned guardians.
Any creature starting its turn within 60 feet of the Core must succeed on a DC 22 Charisma saving throw or be blinked out of existence until the start of its next turn as the room's data momentarily deletes them.
When a spell of 5th level or higher is cast within 100 feet of the Heart, the caster must succeed on a DC 22 spellcasting ability check or the spell is absorbed, healing the Heart for 10 hit points per level of the spell.
While the Heart has at least 1 hit point, it is considered the source of all magical effects in the dungeon. Spells cast by the Heart do not require concentration.
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