The Heart-Bloom Grove
A corrupted forest clearing where the vegetation has been twisted by blood magic. The ground is spongy and stained deep crimson, while a central willow tree pulses with a rhythmic, wet thumping sound like a giant heart.
The Heart-Bloom Grove
Defenses
Detection
“An ancient willow tree stands at the center of a 40 foot diameter circle of blackened stones. Its leaves are translucent and veined with red. The surrounding grass has been replaced by a carpet of pulsating, meat-like violet moss that exhales a thin, coppery mist.”
Standard Engagement
The hazard activates when a Small or larger living creature enters the 40 foot radius area centered on the willow tree.
On Initiative 20, the Heart-Bloom Grove emits a Blood Pulse. On Initiative 10, the Siphoning Roots lash out.
The hazard resets automatically after 1 hour unless the central Heart-Root is destroyed or the area is purified with 5 flask of holy water.
On Initiative 20, the tree emits a wave of necrotic energy. Each creature in the grove must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic damage and be Poisoned until the end of their next turn. On a success, the damage is halved and the creature is not Poisoned.
On Initiative 10, the meat-like moss and roots grab at intruders. Each creature on the ground in the grove must succeed on a DC 14 Strength saving throw or be Restrained. A restrained creature takes 7 (2d6) necrotic damage at the start of its turn as the roots drain their blood. A creature can use its action to make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check to escape.
Whenever a creature takes necrotic damage from this hazard, the central tree regains hit points equal to half the damage dealt.
The constant thumping of the heart-tree is distracting. Concentration checks made within the grove have their DC increased by 2.
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