Heart of the Wilds
Wondrous item - artifact
A coiling, twisting half-metre sphere of living tree roots, wet soil, and clusters of rock, bone and fur that breach the surface before being pulled back inside. It pulses like a slow heartbeat, feels uncomfortably warm to the touch, and stays in constant motion.
A coiling, twisting half-metre sphere of living tree roots, wet soil, and clusters of rock, bone and fur that breach the surface before being pulled back inside. It pulses like a slow heartbeat, feels uncomfortably warm to the touch, and stays in constant motion.
- Beasts and other non-sapient creatures within 120ft of the Heart cannot be magically dominated or charmed, and any Wisdom (Animal Handling) checks to influence their behavior are made at disadvantage.
- Any plants that remain within 500 feet of the heart for 7 days or more become enriched, as though the plant growth spell has been cast on them, and while in this radius grow at three times the normal rate.
- A creature holding the Heart can activate it as an action, causing wild energy to spill out from it. All creatures in a 30 ft. radius must succeed on a DC 16 Wisdom saving throw, or become charmed, overwhelmed by primal instincts and animalistic behavior.
-
An charmed target can't take reactions, has their Intelligence and Charisma scores reduced to 4, can speak only haltingly, and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Roll | Behavior |
---|---|
1-3 | The creature moves towards the nearest source of food or potable water, eating and drinking if possible. |
4-6 | The creature flees any source of nearby danger, using their action to Hide or Dash if possible. |
7-8 | The creature retaliates, moving towards the nearest hostile target and taking the Attack action. |
9-10 | The creature may act normally this turn. |
-
At the end of its turns, an affected target can make a wisdom saving throw. If it succeeds, the charm ends for that target.
Comments