pf2e.fyi
From Pathfinder Society Scenario #6-14: Twice in Steel, which isn't enabled.

Horrible Pond

COMPLEX HAZARD 8
Stealth +18 (expert) or Detect Magic
Description The illusion of a normal, if dirty, pond is broken by clammy hands reaching up from the depths. While they never break the surface, travelers feel compelled to reach for the grasping fingers and willingly walk to their doom.

Disable DC 28 Deception, DC 28 Diplomacy or DC 28 Religion (expert) to calm the spirits; two successes required, or Dispel Magic (4th rank; counteract DC 28) to dispel the magic.


Call of the Depths (magical, mental)
Trigger A creature is within 30 feet of the Horrible Pond

Effect All PCs must attempt a DC 30 Will save, with results as described below. The pond then rolls initiative.

Critical Success The PC is unaffected

Success The PC feels compelled to reach for the grasping hands, but is otherwise unaffected.

Failure The PC is Stupefied 1 until the end of the pond's next turn and must use their first action on their next turn to move half their speed toward the pond.

Critical Failure The PC is Controlled and must use all their actions to walk into the pond, or swim in the pond if they are already in the water.

Routine (1 action) The pond attempts to Grab all PCs in the water with a +18 Athletics bonus. Any Grabbed or Restrained PCs take 4d10+22 void (unholy) damage (DC 28 basic Fortitude save). All PCs within 30 feet must then make a save against Call of the Depths.
Reset When there are no living humanoids within 30 feet of the pond, the hands recede into the depths and the pond resets.
Pathfinder Society Scenario #6-14: Twice in SteelORC