Clockwork Dancers
COMPLEX HAZARD 7 +16 (expert)
Several clockwork humanoid figures armed with spinning blades move throughout the area.
DC 25 Thievery (expert) to deactivate the clockworks from the control panel. Two successes are needed to deactivate the trap.
AC 24; Fort +18, Ref +16, Will +12
Hardness 15, HP 58 (BT 29); Immunities critical hits, precision; Weaknesses sonic 10
Spring Attack
A creature ends its turn in F2
Clockwork figures spring out from the pillars and attack anyone on the stage with a spinning blade Strike. The trap then rolls initiative.
Melee Spinning Blade +18, Damage 2d8+9 slashing
(1 action) The clockwork dancers target each creature on the stage within 10 feet of a pillar by a spinning blade Strike.
The trap deactivates after 4 rounds and resets after 1 minute.
Pathfinder Adventure: The Enmity CycleOGL