pf2e.fyi
From Pathfinder Society Scenario #2-14: Lost in Flames, which isn't enabled.

Explosive Monolith (3-4)

COMPLEX HAZARD 1
Stealth +4
Description A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.

Disable

DC 17 Arcana, DC 17 Occultism, or DC 17 Religion to magically alter the runes, or DC 20 Thievery to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).

Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking 2d6 fire damage (DC 17 basic Reflex).


AC 13; Fort +11, Ref +4
Hardness 7, HP 24 (BT 12); Immunities precision, critical hits

Flares
Trigger A creature other than the monolith's guardians approaches within 40 feet of the monolith

Effect the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a DC 17 Fortitude save.

On a failure, the creature is Dazzled for one round.

On a critical failure, the creature is Blinded for one round, then Dazzled for one round.

The hazard rolls initiative.

Routine

(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a 10-foot burst, dealing 1d6 piercing damage and 1d6 fire damage. Each creature in the area must attempt a DC 17 Reflex save.


Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and is Dazzled for 1 round.

Critical Failure The creature takes double damage and is Blinded for 1 round.

Pathfinder Society Scenario #2-14: Lost in FlamesOGL