The Giggling Gossamer Grove
A 40 foot diameter clearing where the trees are draped in iridescent, singing spider silk. The ground is covered in oversized, glowing mushrooms that pulse in time with a rhythmic, distant heartbeat.
The Giggling Gossamer Grove
Defenses
Detection
“Translucent threads connect the canopy to the floor, shimmering with rainbow hues. Pastel pink spores drift through the air like slow-moving snow, and the trees themselves seem to lean in to whisper to one another.”
Standard Engagement
The hazard activates when a creature enters the 40 foot radius grove.
On initiative count 20, the grove uses its Hallucinatory Haze. Each creature in the area must succeed on a DC 16 Wisdom saving throw or be affected by the Confusion spell until the start of the next initiative count 20. On initiative count 10, the grove uses its Tickling Tendrils. The silk threads lash out at up to three creatures of the grove's choice. Each target must succeed on a DC 16 Dexterity saving throw or be Restrained and pulled 10 feet into the air. While restrained this way, the creature takes 16 (3d10) psychic damage at the start of its turn from the relentless mental mocking of the forest.
The grove goes dormant if no creatures remain within its area for 1 minute. It fully resets its magical potency after 24 hours.
The air fills with spores that scramble the senses. On a failed Wisdom save, creatures act randomly as per the Confusion spell.
Silk ropes grab and hoist victims, vibrating with a frequency that causes uncontrollable, painful laughter.
If a creature fails a saving throw against the grove while within 5 feet of another ally, the ally has disadvantage on their next saving throw against the grove.
The area inside the grove is considered difficult terrain as the ground feels like sponge or marshmallow.
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