Clockwork Arms
COMPLEX HAZARD 15 +30 (expert)
Four claw-tipped clockwork arms suspended from the ceiling pick up and deposit creatures into a nearby hatch.
DC 43 Thievery (master) to jam and deactivate one of the arms or DC 46 Athletics (legendary) to tear an arm off the machine.
AC 37; Fort +23, Ref +26
Hardness 15, HP 50 (BT 25) to destroy one arm; Immunities critical hits, precision
Arm Activation
The Rumormonger or the Inkmaster enters the room
The trap rolls initiative.
Open Hatch
The metal hatch opens and the arms deposit a grabbed Medium or smaller creature into the hole. The creature becomes caught in the gears (see Caught in Gears) for 1 round before emerging in area K5. Reset Rewinding the gears for 1d4 minutes resets the trap.
Melee Claw +28, Damage 3d10+15 slashing plus Grab
(4 actions) The trap loses 1 action per arm destroyed or disabled. On its turn, the trap makes claw Strikes against creatures other than the Rumormonger or the Inkmaster. If an arm already has a creature grabbed, the trap spends 2 actions to use its Open Hatch ability.
Pathfinder #161: Belly of the Black WhaleOGL