Animated Cage Trap
COMPLEX HAZARD 20 +38 (master)
A spiky iron cage pulls in a victim with animated chains before slamming shut and locking tight.
DC 45 Thievery (master) to Pick the Lock, DC 48 Athletics (master) to break the lock or bend the bars; five total successes are required to disable the trap
AC 42; Fort +39, Ref +30
Hardness 35, HP 130 (BT 65); Immunities critical hits, precision
Capturing Chain
A creature that isn't a member of the inquisition or an authorized ally comes within 15 feet of the cage
The trap makes a chain Strike against the triggering creature. If the trap damages and successfully grapples the target with Improved Grab, the trap pulls the target 5 feet closer (or into the cage if the Strike was a critical hit). The trap then rolls initiative.
Constrict
3d8+20 bludgeoning, DC 45 basic Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Improved Grab
The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Melee Chain +38 (magical, reach 15), Damage 4d8+20 bludgeoning plus Improved Grab
(3 actions) As 1 action, the trap makes a chain Strike against a target in its reach; its Athletics modifier for Improved Grab is +36. The trap can have any number of creatures Grabbed or Restrained by its chains. If the trap has any creatures grabbed or restrained, it attempts to pull them closer as 1 action with an Athletics check against the creature's Fortitude DC; on a success, it pulls the creature 5 feet closer (10 feet on a critical success). A Large or smaller creature can be pulled inside the cage, after which the cage door slams shut. The cage can only contain one creature, and that creature is restrained while inside (Escape). As 1 action, the trap can Constrict the creature inside the cage with more chains.
The trap deactivates 1 minute after there are no longer any potential prisoners in the room and then activates 1 round after that.
Pathfinder Adventure Path: Hell's DestinyORC