At first glance, the room holding this trap appears to be empty, but once the intruders trigger the rune in the center of the room, the trap is sprung. The exits immediately seal with powerful magic and from the walls come Shadows. However, the Shadows are far from alone. All along the walls mouths erupt from the stone, and haunting wails fill the room.
A number of Shadows equal to the number of characters in the room pull themselves from the wall. They will attack without mercy and will do their best to kill any who were in the room when they awoke. Even if the intruders manage to escape the room, the Shadows will continue to hunt them until they are killed.
On initiative count 20, the mouths on the wall cause one of the following effects. The same effect cannot be used two turns in a row. Undead creatures are immune to the effects:
Chuckling Cacophony: All creatures in the room must make a DC 13 Wisdom saving throw or fall prone in a fit of uncontrollable laughter. While laughing the creature is considered incapacitated. This effect ends when the creature takes damage.
Haunting Melody: All creatures in the room must make a DC 13 Charisma saving throw or be charmed. While charmed in this manner, they will use all movement to reach the walls of the room. They will then spend their action singing along to the melody. This effect ends when the creature takes damage.
Spawn Shadows: Shadows crawl from the mouths lining the walls. 1d4 Shadows appear in the room.
The trap can be disarmed by destroying the central glyph in the room. It can be destroyed instantly with dispel magic or by dealing a total amount of damage equal to 50, it has an AC of 15. When the glyph is destroyed the mouths on the wall all scream and die. The Shadows are not banished when the rune is destroyed.
What other effects could the room have? Who might use a trap like this? Where would the party be most likely to stumble across this trap?
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