Bloodwood Floor
A simple magical floor hazard formed from living bloodwood and alchemically awakened crimson sap. Cracked channels divide the floor into irregular islands of safe footing. The sap burns exposed flesh and armor alike, then creeps toward fresh blood as though the floor itself is tasting its intruders.
Bloodwood Floor
Defenses
Detection
“The floor is made from dark, polished bloodwood, its grain twisted into shapes resembling veins beneath skin. Cracked sap channels cross the planks in branching patterns, each filled with slow-moving crimson resin. The sap gives off a bitter, metallic scent and glows faintly whenever someone steps nearby. Tiny wisps of red vapor curl above the deepest channels, while the wood feels warm and faintly sticky underfoot.”
Standard Engagement
The hazard activates when a creature steps on an exposed sap channel, spills blood onto the floor, or crosses the central judgment mark without speaking the chamber’s designated passphrase.
On initiative count 20, the sap pulses through every exposed channel. Each creature currently standing in a channel resolves Crimson Sap Burn. A creature that was pulled by Hungry Channels during the previous round is pulled only once per round, even if it remains adjacent to multiple channels.
The exposed channels remain active. Covered or hardened sections become active again after 1 minute or when damaged by fire. If the root-knot is severed, the hazard is permanently disabled, though the floor remains dangerously hot for 10 minutes.
When a creature ends its turn in an exposed sap channel, it must make a DC 15 Dexterity saving throw, taking 3d6 fire damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save also has its speed reduced by 10 feet until the end of its next turn as the sap clings to its feet.
When a creature takes damage from Crimson Sap Burn, the sap briefly reaches toward the nearest creature within 5 feet that has blood or ichor in its body. That creature must succeed on a DC 13 Dexterity saving throw or be pulled 5 feet toward the channel, provided it is not Huge or larger.
A creature can cross a channel without making a saving throw if it moves at least 10 feet during its turn and does not end its turn in the channel. A creature that is pushed, pulled, knocked prone, or otherwise forced into a channel resolves the hazard immediately and does not wait for initiative count 20.
The channels are 2 to 6 inches wide and cross the floor in branching paths. A creature can jump over a channel normally if it has enough movement to do so. A creature wearing heavy armor has disadvantage on any ability check made to maintain balance while moving across the floor, but not on the saving throw against the sap.
If a creature pours at least 1 pint of fresh blood into a channel, the sap quiets in a 10-foot section for 1 minute. The offering also causes the floor to reveal a hidden sigil, map, or inscription chosen by the DM.
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