pf2e.fyi
From Pathfinder #157: Devil at the Dreaming Palace, which isn't enabled.

Flying Guillotine

COMPLEX HAZARD 5
Stealth +10 (trained) or DC 23 Perception (expert) to spot the glyph
Description An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack.

Disable DC 20 Thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or Dispel Magic (3rd rank; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.

AC 23; Fort +9, Ref +17
Hardness 13, HP 52 (BT 26); Immunities precision, critical hits

Flying Blade (arcane, attack)
Trigger A living creature enters the room

Effect One round after a creature enters the room, the door to the room slams shut and locks (two Thievery checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative.
Speed

fly 20 feet

Melee Guillotine Blade +15, Damage 2d8+7 slashing
Routine (1 action) The blade Flies up to 20 feet and Strikes any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grabbed and doesn't take a multiple attack penalty.
Reset After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.
Pathfinder #157: Devil at the Dreaming PalaceOGL