Choral Sanguine Vents
A collection of porous, organ-like rock formations that vibrate with a low, rhythmic thrum. These vents are saturated with old blood from sacrificial rituals and react violently to the presence of living creatures by exhaling a numbing, necromantic fog.
Choral Sanguine Vents
Defenses
Detection
“The vents look like clusters of petrified, upright lungs, deep crimson in color. Thick, dark sludge drips from their openings, and the air around them shimmers with a reddish haze that smells of copper and ozone.”
Standard Engagement
A creature moves within 30 feet of the vents or a ritual is cast within the chamber.
The hazard takes 3 actions on its turn. Action 1: Siphoning Pulse. Each living creature within 30 feet must succeed at a DC 24 Fortitude save or take 2d6 necrotic damage and become Enfeebled 1 as their blood begins to thin. Action 2: Coagulating Mist. The hazard breathes out a thick red fog. The area within 30 feet becomes difficult terrain and concealed for 1 round. Action 3: Resonance Echo. The vibration intensifies. Each creature within 30 feet must succeed at a DC 24 Will save or take 2d6 sonic damage and become Frightened 1 (Frightened 2 on a critical failure).
The hazard ceases its routine 1 minute after no living creatures are within 60 feet. It fully resets its energy after 1 hour.
On a failed Fortitude save, the creature's blood is physically drawn toward the vents through their pores, causing intense bruising and weakness.
The sonic echoes mimic the screams of the last person who died in the cave, causing psychic distress and fear.
Creatures that are currently bleeding take a -2 circumstance penalty to their Fortitude saves against the Siphoning Pulse.
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