The entire shed is ensorcelled to drain the life from creatures while simultaneously trapping them. Three rounds after a living creature enters, a shadowy force field seals the entryway. At the same time, occupants of the shed feel a mix of dread and exhaustion. Starting in round 4, and each round thereafter, a creature in the shed rolls one of its Hit Dice and takes that much damage. That Hit Die is unavailable for healing until the creature completes a long rest. A creature dies from shock if it reaches 0 Hit Dice and is forced to roll another Hit Die.
Bringing down the shadow field can be accomplished in several ways:
- A DC 17 check using dispel magic
- Two DC 20 Dexterity (thieves’ tools) checks to destroy the runes powering the spell
- 150 points of slashing damage with attacks that hit AC 10
- 50 points of radiant, thunder, or force damage against AC 10
The shed walls are immune to magical effects, and no teleportation magic works in this area.