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Murfala's Grasping Judgment - AI-generated fantasy Hazard

Murfala's Grasping Judgment

A divine snare that lashes from an ancient ruin's shadow, seizes the first creature to disturb its ward, and squeezes at the creature's body and soul. Its grip is painful but survivable, though repeated failures leave the victim feeling hollow and cold.

Simple · Divine · Level 4

Murfala's Grasping Judgment

A divine snare that lashes from an ancient ruin's shadow, seizes the first creature to disturb its ward, and squeezes at the creature's body and soul.
Spot
13
Disable
13
AC
13

At a glance

Level
4
Simple
Spot DC
13

Defences

AC
13
HP
22

Disable A creature adjacent to the anchor stone can use an action to disable the hazard with…

Initiative The hazard acts on initiative count 20

The hazard

A divine snare that lashes from an ancient ruin's shadow, seizes the first creature to disturb its ward, and squeezes at the creature's body and soul. Its grip is painful but survivable, though repeated failures leave the victim feeling hollow and cold.

  • Magical
  • Shadow
  • Divine
Stealth
The hazard is motionless and appears to be an ordinary patch of shadow. Its trigger tile can be spotted with a Wisdom (Perception) check.
Trigger
A creature steps on the engraved trigger tile or touches the black stone altar within 5 feet of it. The tentacle attacks that creature immediately.
Disable
A creature adjacent to the anchor stone can use an action to disable the hazard with holy water or a successful Intelligence (Religion) check. On a failed check, the creature takes the hazard's squeeze damage if the tentacle is active. Destroying the anchor stone also disables it.
Initiative
The hazard acts on initiative count 20. It makes its initial attack when triggered, then follows its routine while active.
Routine
On initiative count 20, if the tentacle has a creature grappled, it uses Soul Squeeze. It continues squeezing the same target until the target escapes, the hazard is disabled, or 3 rounds have passed. After 3 rounds, the tentacle releases the target and withdraws.
Reset
After 1 minute, the tentacle withdraws and the hazard resets. It can trigger once per round.

Damage

Immunities

Poison damage, Psychic damage, The poisoned condition, The charmed condition

Resistances
  • Cold damage
  • Fire damage
  • Lightning damage
  • Thunder damage
  • Bludgeoning, piercing, and slashing damage from nonmagical attacks
Weaknesses

Radiant damage, Consecrated ground

Effects

2
  • Grasping Shadow

    DC 13

    When triggered, the tentacle makes one melee attack against the creature that activated the tile: to hit, reach 10 feet, one target. On a hit, the target takes bludgeoning damage and is grappled and restrained (escape ). On a miss, the tentacle remains active but has not grappled a target.

  • Soul Squeeze

    DC 13

    At the start of each turn while a creature is grappled by the tentacle, it must make a Wisdom saving throw. On a failure, it takes necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. On a success, it takes half as much damage and its hit point maximum is not reduced. This reduction lasts until the creature finishes a long rest or receives a remove curse spell. The reduction cannot lower the target's hit point maximum below 1.

Special rules

Shadow Grip.The tentacle can grapple only one creature at a time. While grappled, a creature is restrained by the hazard. The tentacle has no effect on creatures without a shadow, at the DM's discretion.

Judgment Broken by Light.Radiant damage is especially disruptive to the shadow. If the tentacle takes at least 5 radiant damage in a single turn, it releases any creature it is holding and cannot use Soul Squeeze until the next round.

Spotting it

Discovery

A character examining the floor can identify the trigger tile with a successful Wisdom (Perception) check.

Perception

Wisdom (Perception) to notice the trigger tile or the faint pulse in the nearby shadows.

Stop it

Signs of dangerDust on the trigger tile forms a handprint pattern facing inward. · Nearby candle flames bend toward the darkest corner, even when there is no breeze. · Old skeletons lie with their fingers curled around their own throats.

Countermeasures

In short

Avoid the marked floor tile, disrupt the shadow with radiant damage, or escape its grasp and destroy or consecrate the anchor stone.

Its story

What it looks like

A stain of darkness stretches across the floor like spilled ink.

Why it is here

To punish intruders and claim a portion of their souls as an offering to Murfala.

Who made it

Murfala the Grasping Shadow

Lore

Murfala, a grasping shadow revered by a forgotten sect, judged trespassers by taking a piece of their souls.

Where it is found

Ruins

Variants

In a flooded ruin, the tentacle emerges from a reflection instead of from the floor. It can reach creatures reflected in the water, but bright light on the water reveals its position.
A stricter version targets the creature carrying a stolen relic, even if another creature activates the tile.
A weakened version can be placated for 1 minute by leaving a drop of blood on the altar and speaking Murfala's name.

Plot hooks

A local priest asks the party to retrieve a relic from the ruins, but warns that the old congregation's judgment snare may still be active.
A survivor of the ruins has lost a fragment of their vitality and insists they hear Murfala whispering from every shadow.
The anchor stone bears the same mark as a symbol appearing on fresh, unexplained deaths nearby.

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