The Umbral Scar of Triel
A jagged, vertical tear in reality suspended between two ancient, blackened oaks. It bleeds a thick, oily smoke that leeches the color from the surrounding forest, turning leaves to ash and grass to gray dust. The rift is anchored by three dragon-bone pylons inscribed with glowing purple runes.
The Umbral Scar of Triel
Defenses
Detection
“A 15 foot tall fissure of absolute darkness, surrounded by a swirling vortex of shadow energy and skeletal remains that twitch with unnatural life.”
Standard Engagement
The hazard activates when a living creature enters a 60 foot radius around the rift.
On initiative 20, the rift performs one of the following actions. Round 1: Grasping Shadows. Each creature within 60 feet must make a DC 16 Strength saving throw or be restrained by shadow tendrils. Round 2: Necrotic Pulse. All creatures within 60 feet take 27 (6d8) necrotic damage, or half on a DC 16 Constitution save. Round 3: Summons. 1d4 Shadows or 1 Ghast emerge from the rift and attack. The cycle then repeats.
The rift resets every 24 hours unless the pylons are destroyed or the ritual is countered.
Creatures within 30 feet cannot regain hit points due to the oppressive necrotic atmosphere.
The area within 60 feet is heavily obscured for creatures without Darkvision; even for those with it, the range of their Darkvision is halved.
If the Ranger, Warlock, and Rogue complete their tasks in the same round, the rift deals 10d10 force damage to any undead summoned by the hazard.
Any creature that drops to 0 hit points while within 30 feet of the rift must immediately succeed on a DC 14 Wisdom saving throw or be risen as a Shadow under the Cult's control after 1 minute.
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