Corrupt Grove
COMPLEX HAZARD 16 +23 (expert)
A noisome mass of fungus at the center of the grove raises fungal guardians from the ground to defend itself.
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
AC 39; Fort +30, Ref +25
Hardness 25, HP 106 (BT 53); Immunities acid, critical hits, precision; Weaknesses cold iron 15, holy 15; Resistances bludgeoning 15, slashing 15
Awaken Guardians
A creature damages the corrupt grove, attempts but fails to disable it, or ends their turn within 10 feet of the central mass
The corrupt grove suddenly contracts and then exudes an unsettling, trumpeting howl and rolls initiative.
(1 action; poison, primal) The corrupt grove pulses and exudes a blast of toxic spores in a 60-foot cone that targets the area with the densest concentration of intruders. Creatures in this area take 8d6 poison damage (DC 37 basic Fortitude save).
The corrupt grove resets 1 minute after no enemies are within the grove itself or attempting to damage the grove from beyond the crater's perimeter.
Pathfinder #211: The Secret of Deathstalk TowerORC