A drumbeat is heard in the distance.

Magical Trap

A large cave ahead has magical drums that play on their own and affect those that listen to them.

When the cavern is entered, each target must make a DC 15 Wisdom saving throw. If it fails, they are under the control of the drums for 10 minutes.

The drums cadence varies, slowing down over time. This affects the target’s actions in the following ways.

  • Round 1-2: Target acts normally
  • Round 3: Drums slow down, targets lose bonus and reaction actions.
  • Round 4-6: Drums slow down, targets lose movement action, but action may be used for movement.
  • Round 7+: Drums slow down, target must make a DC 14 Wisdom saving throw each round to take an action

If the target leaves the cave, they may act normally, but resume the restrictions when they re-enter the cave. The drums stop 10 minutes after starting, and reset after 1 hour. Entering the cave after 1 hour subjects the targets to a new round of saving throws.

A spell such as Detect Magic detects an aura of enchantment on the drums.

A spell such as Dispel Magic destroys the drums with a successful DC 17 spellcaster check. Effects that suppress magic of spell level 7 or higher suppress the drum’s effect for the duration of the suppression.


Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

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