Clockwork Looms
COMPLEX HAZARD 13(1 action) Each loom takes one of two possible actions on its turn, depending on if it's currently restraining a creature or not.
Not Restraining a Creature: If a loom isn't restraining a creature, it launches a tangle of yarn at a random creature in the room that isn't currently Restrained. That creature must attempt a DC 37 Reflex save. If there are no non-restrained targets for the loom to attempt to grapple, it takes no actions this round.
Critical Success The creature is unaffected.
Success The creature is entangled, and becomes Clumsy 1 until the end of the looms' next turn.
Failure The creature is tangled in the yarn and becomes Clumsy 2 until the end of the loom's next turn—or if it already has the clumsy condition, it becomes restrained (see critical failure).
Critical Failure The creature becomes restrained. A restrained creature can Force Open the tangle of yarn or Escape with a DC 37 check.
Restraining a Creature: If a loom has restrained a creature, it instead fires more lines of yarn at the restrained creature and then drags that creature (if the creature is Medium or smaller) 20 feet toward itself. (If it's restraining a Large or larger creature, it can only drag the creature 5 feet toward itself). If this dragging causes a creature to become adjacent to the loom, the loom pulls the creature into its grinding gears and inflicts 5d12 bludgeoning plus 5d12 slashing damage to the creature (DC 37 basic Reflex save). The creature is then placed in an adjacent square and is still restrained by that loom.