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The Nettle Yard's Living Perimeter - AI-generated fantasy Hazard

The Nettle Yard's Living Perimeter

The Nettle Yard is a living defensive perimeter that treats the battlefield as a body to be protected. Its roots undermine footing, its vines lash at intruders, and its thorned growth pulls against walls, barricades, and wooden supports. The hazard becomes most dangerous when combatants ignore the yard's shifting anchor stones and allow the perimeter to tighten around them.

Hazard EntryEnvironmentalLevel6Complex

The Nettle Yard's Living Perimeter

6LevelUncommonRarityA fortified garden courtyard, enclosed training yard, overgrown village green, or defensive compound built around living nettle hedges.Environment
ComplexEnvironmentalPlantMagical
Level6
|
HP72
|
AC24
|
TypeEnvironmental
|
ComplexityComplex
|
RarityUncommon

Defenses

AC24
Hard13
HP72
BT 13
Fort++16
Ref++14
Will++12
Immune
critical hits, precision, visual effects, object immunities
Resist
physical 5, except slashing, poison 10
Weak
cold, fire, severing or disabling the anchor stones
ComplexEnvironmentalPlantMagical

Detection

Per+16
Stl+16
InitStealth +16

A waist-high ring of iron stakes, cracked paving stones, and thorny nettle vines surrounds the yard. The vines twitch toward movement, while pale green sap glistens along their barbs.

Standard Engagement

Trigger

The hazard rolls initiative when a creature crosses the inner boundary of the yard, damages a supporting wall or barricade, or attempts to move an anchor stone.

Routine

The hazard acts on its initiative. On its turn, each active section can use Grasping Vines against one creature within 30 feet. If a section has been damaged since the hazard's last turn, it instead attempts to Collapse the Yard in its area, then becomes inactive until the end of the next round. The hazard has three sections, each linked to one anchor stone.

Reset

The hazard resets at the start of each round while at least one anchor stone remains active. A disabled section regrows at the end of its suppression. The hazard does not reset once all three anchor stones are destroyed.

Grasping Vines

The hazard lashes at a creature within 30 feet of an active section. The target attempts a DC 24 Reflex save. On a critical success, the target is unaffected. On a success, the target takes 2d8 slashing damage. On a failure, the target takes 2d8 slashing damage and is immobilized until it Escapes against DC 24. On a critical failure, the target takes 4d8 slashing damage, is knocked prone, and is immobilized until it Escapes against DC 24.

Collapsing Yard

When a section collapses, creatures in its 10-foot-by-10-foot area attempt a DC 24 Reflex save. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a critical failure, it also becomes buried beneath rubble and roots, requiring a successful DC 22 Athletics check to Escape.

Thorn Sap

A creature that begins its turn immobilized by the hazard takes 1d6 persistent bleed damage from the thorns. The persistent damage ends if the creature Escapes or if another creature Interacts to cut away the vines.

Three Living Sections

The yard has three sections, each occupying a roughly 20-foot stretch of perimeter and linked to one anchor stone. A section is inactive while its anchor stone is disabled or destroyed.

Nettle-Thick Ground

A creature can move through a section's spaces, but those spaces are difficult terrain. The first time a creature enters a section during a turn, it must succeed at a DC 22 Reflex save or take 1d6 slashing damage. This damage does not trigger Grasping Vines.

Frantic Growth

If two or more sections are inactive, the remaining section becomes frantic. Its Grasping Vines damage increases to 3d8, and its Reflex save DC increases to 25.

Description

The Nettle Yard is a living defensive perimeter that treats the battlefield as a body to be protected. Its roots undermine footing, its vines lash at intruders, and its thorned growth pulls against walls, barricades, and wooden supports. The hazard becomes most dangerous when combatants ignore the yard's shifting anchor stones and allow the perimeter to tighten around them.

Discovery

A character who Seeks in the yard can attempt a DC 22 Perception check to notice the three anchor stones, root movement beneath the paving, and the safest gaps in the perimeter. The hazard is obvious once it attacks, but its true control points are concealed.

Archival Lore

Nature DC 22: These nettles are not merely animated plants. Their roots share a single defensive intelligence and draw strength from three buried anchor stones. Religion DC 24: The green sap contains diluted funerary reagents, allowing the vines to sense living creatures through stone and soil.

Environment
A fortified garden courtyard, enclosed training yard, overgrown village green, or defensive compound built around living nettle hedges.
Theme
Defensive overgrowth, battlefield control, and a living fortification that can be turned against its makers.
Creator
The hedge-witch Orsella Vane, who bred the nettles from graveyard creepers and taught them to defend her refuge.
Purpose
To keep intruders away from the yard's walls and force attackers into exposed ground while the defenders reposition or evacuate.
Game System
Pathfinder 2E
Art Style
Moody Pathfinder 2E fantasy concept art, overgrown fortified courtyard, hostile nettle vines animated by green magical sap, practical battlefield details, dramatic side lighting.
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