The Bellwether Root
The Bellwether Root is a living warning shrine that mistakes travelers for intruders. It does not spring from a hidden mechanism. Instead, its roots sense pressure through the earth, then ring a piercing note that summons grasping growth from beneath the path. The hazard is most memorable when the table realizes that the bells are not meant to be heard by the living.
The Bellwether Root
Defenses
Detection
“A waist-high stone marker stands beside the path, wrapped in pale roots that resemble braided fingers. Each root bears tiny bronze bells, though no wind reaches this sheltered place. The bells are green with age, but their clappers are bright and recently polished.”
Standard Engagement
The hazard triggers when a creature steps into the 10-foot-square root loop, pulls a bell, or deals damage to the stone marker. It also triggers if a creature crosses the loop while carrying an object stolen from a druidic shrine.
When triggered, the roots lash out once, then remain active for 1 minute. At the start of each creature's turn while it is within 10 feet of the marker, the creature must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) piercing damage. A creature already restrained by the hazard makes this save with disadvantage. The hazard cannot attack creatures more than 10 feet from the marker.
The roots retract after 1 minute. The hazard resets after 24 hours, or immediately if a creature waters the marker with at least 1 pint of blood or fresh spring water.
When the hazard triggers, each creature within 15 feet of the marker must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) piercing damage and is restrained by roots. On a success, it takes half damage and is not restrained. A restrained creature can repeat the save at the end of each of its turns, ending the effect on a success.
The triggering bell releases a tone audible up to 300 feet. Until the end of the next round, creatures within 30 feet of the marker have disadvantage on Wisdom (Perception) checks that rely on hearing and cannot benefit from being deafened against the hazard's effects. The sound also alerts creatures or guardians assigned to protect the shrine.
The root loop covers a 10-foot-square area. The area is difficult terrain while the hazard is active.
A creature can use its action to make a DC 14 Strength (Athletics) check to break free of the roots. On a success, it is no longer restrained. A creature outside the loop can also pull a restrained creature free with the same check.
If a creature deliberately rings one of the bells, the hazard triggers automatically and the ringing creature has disadvantage on its initial Dexterity saving throw.
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