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From Pathfinder Adventure Path: Hell's Destiny, which isn't enabled.

Animated Cage Trap

COMPLEX HAZARD 20
Stealth +38 (master)
Description A spiky iron cage pulls in a victim with animated chains before slamming shut and locking tight.

Disable 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
Trigger A creature that isn't a member of the inquisition or an authorized ally comes within 15 feet of the cage

Effect 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

Trigger 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

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

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
Routine (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.
Reset 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