Corrupt Grove

Level 16Hazard (Complex)
HazardRareMediumRemaster
AC
39
HP
106 (BT 53)
Speed
0 ft.
Perception
+0
Fort
+30
Ref
+25
Will
+0
Stealth DC
23
Immunities acid, critical-hits, precision
Resistances bludgeoning 15, slashing 15
Weaknesses cold-iron 15, holy 15
Recall Knowledge DC 40 (nature, religion)

Abilities

Awaken Guardians

Trigger A creature damages the corrupt grove, attempts but fails to disable it, or ends their turn within 10 feet of the central mass


Effect The corrupt grove suddenly contracts and then exudes an unsettling, trumpeting howl and rolls initiative.

Disable DC 42 survival (master) six times to carefully remove all the tangled fungal clots that absorb Tanglebriar's ambient energies for nourishment or DC 45 religion (legendary) on the grove three times by a character who has holy sanctification and who uses prayer to exorcise the unholy energies that sustain the corrupt grove

A noisome mass of fungus at the center of the grove raises fungal guardians from the ground to defend itself.