Sanguine Siphon Rune
A malicious security measure used by Zhentarim shadow-casters. The rune is inscribed using ink mixed with the blood of a murdered innocent, creating a sympathetic magical link that hungers for more life force.
Sanguine Siphon Rune
Defenses
Detection
“A crimson glyph about six inches wide, etched into a floor tile or door frame. It pulses with a dull, rhythmic light like a heartbeat. When active, small droplets of red mist rise from the sigil.”
Standard Engagement
A creature other than a Zhentarim agent (or one not wearing a specific ring) enters a 5-foot radius area centered on the rune.
N/A
The rune resets after 1 hour, provided it has successfully drained at least 1 hit point from a target.
When triggered, the rune flares bright crimson. Every creature within 5 feet of the rune must make a DC 14 Constitution saving throw. On a failure, a creature takes 3d10 necrotic damage and is Poisoned for 1 minute as their blood begins to thicken. On a success, the creature takes half damage and is not Poisoned.
The blood stolen by the rune is magically transported to a storage vessel in the creator's sanctum, notifying them of the intrusion.
While the rune is active and has been triggered at least once in the last 24 hours, it gains 10 temporary hit points made of hardened, magical gore.
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