Sleep Envy Trap CR 7
Type magic; Perception DC 31; Disable Device DC 31
Trigger proximity; Reset none
Effect spell effect (symbol of sleep, CL 9th; all creatures of 10 HD or less fall asleep for 3d6x10 minutes, Will DC 19 negates); spell effect (envious urge, CL 9th; targets unaffected by sleep steal a valuable item from sleeping allies, Will DC 19 negates); multiple targets (all creatures in a 60-ft.-radius)
All of the Vast Swamp has a tendency to foster ill will and malicious intent, but one of the dangers that makes the Dreaming Fields stand out from other parts of the region are sleep envy traps: hazards sewn by the Mud King to literally turn allies upon one another. Adventurers often enter the center of the Mangrove Maze only to come back telling of treachery, backstabbing, and murder from within their own ranks (though this isn't always due to a sleep envy trap, the contraptions are often blamed either way). These tales are used as warnings to keep people away from the Dreaming Fields, spread liberally by the P.R.A.N.K.S.T.E.R.S. (who took the time to restore and build sleep envy traps before leaving the territory).
[Submitted by Rory Toma!]