Warding Grasproots
A patch of magically animated roots guards a section of cavern. The roots lash at creatures that cross their reach, wrapping around limbs and equipment in an attempt to hold intruders in place. They never inflict direct damage, but their relentless grasp can leave an expedition tangled, separated, and unable to retreat easily.
Warding Grasproots
Defenses
Detection
“Pale, cord-thin roots thread through cracks in the cavern floor and walls. When disturbed, they swell like grasping fingers, whip through the air, and coil around ankles, wrists, and weapons. Their surfaces glisten with clear sap that smells faintly of wet stone and crushed mint.”
Standard Engagement
A creature enters the root patch, moves within 10 feet of the exposed root mass, or attempts to manipulate the stone, plants, or objects guarded by the roots.
On its initiative, the hazard lashes at one creature within 10 feet, or at all creatures within a 5-foot burst if at least two creatures are adjacent to the root mass. Each target attempts the Reflex save against Grasping Roots. The roots can affect a particular creature only once per round.
The roots retract and become still 1 minute after they have no creatures within reach. They reset automatically after 10 minutes unless disabled or destroyed.
The triggering creature and all creatures in the hazard's reach attempt a DC 17 Reflex save. On a critical success, the creature is unaffected. On a success, the creature treats the hazard's area as difficult terrain until the end of its next turn. On a failure, the creature is immobilized until the end of its next turn. On a critical failure, the creature is immobilized until it Escapes or another creature Interacts to free it. Escaping uses the hazard's DC 17.
The root patch occupies a 10-foot-by-10-foot area, with roots able to lash creatures within 10 feet of that area. The area is difficult terrain even before the hazard activates.
A creature immobilized by the hazard can attempt to Escape against DC 17. Another creature adjacent to the restrained creature can Interact to pull the roots loose, granting the restrained creature a new Escape attempt with a +2 circumstance bonus.
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