Drandlesticks (7-8)
HAZARD 7 +20 (expert)
Enchanted caltrops blend in with the surrounding masonry.
DC 30 Thievery to safely clear the path.
Stick
A creature walks on to the Drandlesticks
The triggering creature must succeed at a DC 27 Acrobatics check or take 1d4+7 piercing, 2d6 precision, and 2d4 persistent bleed damage. A creature taking persistent bleed damage from the Drandlesticks takes a –10-foot penalty to its Speed.
Additionally, a creature damaged by the Drandlesticks is targeted by a Command spell (DC 25 Will save) with orders to release everything it's holding; if the creature fails the save and drops what it's holding, there is a 50% chance that the high winds blow the object or objects off the edge of the Colossus.
Pathfinder Society Scenario #2-22: Breaking the Storm: Excising RuinationOGL