The Architect's Sanguine Core
A floating, multifaceted crystal core that serves as the biological and magical brain of the dungeon. It vibrates with a low thrum and is surrounded by a swirling orbit of half-dissolved humanoid remains and magical gear. It does not attack directly but orchestrates the environment and summons defenders to eliminate intruders.
The Architect's Sanguine Core
Defenses
Detection
“A pulsing, blood-red obsidian octahedron roughly three feet in diameter. Its surface is etched with shifting golden runes that change whenever it casts a spell. Faint, ethereal silver cords extend from the core into the stone walls, floor, and ceiling, making it appear as though the room itself is an extension of the crystal.”
Standard Engagement
The hazard activates as soon as a creature that is not a construct or undead enters the 60 foot radius sanctum around the core.
The Core takes three actions on its turn. 1. Fabrication: The core summons 1d4 CR 5 Humanoid Statues (Earth Elementals with humanoid appearances) or 1 Shield Guardian. 2. Layout Warp: Each creature on the ground must succeed on a DC 20 Strength saving throw or be slid 30 feet in a direction of the Core's choice as the floor tiles shift. 3. Spellcast: The Core casts one of the following spells (DC 20): Wall of Force, Disintegrate, or Greater Restoration (on itself).
The Core resets at the next dawn if it has at least 1 hit point remaining. If destroyed, it takes a century for the dungeon's ambient mana to reform it.
Whenever a creature dies within 60 feet of the core, the core immediately regains 30 hit points as it absorbs the body and soul. All non-magical items on the corpse are destroyed; magical items are added to the core's orbiting debris.
Twice per round, the core can cast Counterspell at 5th level when it or its summons are targeted by a spell.
As long as the core is active, all other traps in the dungeon have advantage on attack rolls and their save DCs increase by 2.
On initiative count 10, the core can trigger a trap already present in the room or cause the ceiling to drop debris (4d10 bludgeoning, DC 20 Dex half).
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