The Umbral Scar of Triel - AI-generated fantasy Hazard

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.

Hazard EntryMagicalLevel10Complex

The Umbral Scar of Triel

10LevelRareRarityForestEnvironment
NecroticConjurationPlanarShadow
Level10
|
HP60 (Pylons)
|
AC15
|
TypeMagical
|
ComplexityComplex
|
RarityRare

Defenses

AC15
Hard10 (Pylons)
HP60 (Pylons)
BT 30
Fort+Constitution +8
Ref+Dexterity +2
Will+Wisdom +6
Immune
Poison, Psychic, Necrotic
Resist
Piercing, Slashing, Bludgeoning
Weak
Radiant
NecroticConjurationPlanarShadow

Detection

PerDC 17 Wisdom (Perception) to see the translucent ley lines connecting the oaks to the rift.
StlPassive Perception 16 to hear the rhythmic thrumming of the ritual before seeing it.
Init20

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

Trigger

The hazard activates when a living creature enters a 60 foot radius around the rift.

Routine

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.

Reset

The rift resets every 24 hours unless the pylons are destroyed or the ritual is countered.

Entropic Chill

Creatures within 30 feet cannot regain hit points due to the oppressive necrotic atmosphere.

Shadow Blindness

The area within 60 feet is heavily obscured for creatures without Darkvision; even for those with it, the range of their Darkvision is halved.

Synergistic Collapse

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.

Lingering Malice

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.

Description

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.

Discovery

DC 15 Wisdom (Survival) to notice the sudden silence of forest wildlife and the unnatural chill, or DC 18 Intelligence (Arcana) to detect the thinning of the planar veil.

Archival Lore

Created by the Cult of the Dragon, this rift uses the life force of the forest to bridge the gap to the Shadowfell. It is intended to serve as a bridge for a shadow-drake legion to enter the Western Heartlands.

Environment
Forest
Theme
Necromantic
Creator
The Cult of the Dragon
Purpose
To siphon necrotic energy and transport undead soldiers into the Triel region.
Game System
D&D 5E
Art Style
Dark fantasy oil painting with high contrast, featuring deep purples and blacks against the sickly desaturated greens of a dying forest.
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