The Reflected Moon Basin
The Reflected Moon Basin is a magical ward designed to halt intruders without spilling blood. It projects pale moonlight onto creatures that disturb its water, causing their shadows to pull away from them and drag at their limbs. The effect is unsettling rather than immediately destructive, but prolonged exposure leaves victims exhausted, disoriented, and vulnerable to whatever guards the passage beyond.
The Reflected Moon Basin
Defenses
Detection
“A shallow stone basin sits in the center of a passage, filled with perfectly clear water. Silver reeds grow from cracks around its rim, though the surrounding stone is dry and dusty. A faint reflection of a moon appears on the water even in complete darkness.”
Standard Engagement
The hazard triggers when a creature touches the water, steps into the basin, or disturbs more than one silver reed. It also triggers if a creature attempts to move the basin without first disabling the moon sigil.
On initiative count 10, the basin's moonlight pulses. Each creature currently within the 15-foot-radius area must repeat the DC 14 Wisdom saving throw. A creature that fails takes 3 (1d6) psychic damage. If it fails by 5 or more, it is also restrained by its shadow until the end of its next turn. The pulse continues for 3 rounds, after which the magic fades.
The hazard resets 1 minute after its light fades, provided the basin remains intact and the silver reeds are not disabled.
When triggered, the basin emits pale light in a 15-foot-radius sphere. Each creature in the area that can see the basin must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 7 (2d6) psychic damage and is restrained by its own shadow until the end of its next turn. On a successful save, it takes half damage and is not restrained.
At the start of each restrained creature's turn, it must repeat the DC 14 Wisdom saving throw. On a failure, it takes 3 (1d6) psychic damage. On a success, the restraint ends for that creature. A creature can also end the restraint early by using an action to make a DC 14 Strength (Athletics) check.
The basin's light is magical dim light. A creature that is blinded, has its eyes closed, or cannot see the basin has advantage on saving throws against the hazard, but it still triggers the hazard by touching the water or basin.
A creature restrained by its shadow casts a shadow in the direction of the basin, regardless of the surrounding light. Other creatures can recognize the restraint and help by using an action to pull the victim away, granting the victim advantage on its next Strength (Athletics) check to escape.
If the basin is covered completely before it is triggered, the hazard cannot activate. If covered after activation, its radius shrinks to 5 feet, and creatures outside that radius are no longer affected by new pulses.
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