Foot Pincer
HAZARD 1 +0 (trained); DC 20 Perception when the bat swarm is active
A metal pincer trap lies hidden at the bottom of a weakened spot in the floor.
DC 17 Thievery to jam the pincer's triggeer mechanism.
AC 16; Fort +10, Ref +4
Hardness 5, HP 20 (BT 10); Immunities critical hits, precision
Slam Shut
A creature steps onto a foot pincer
The trap slams shut on the triggering creature's foot. The creature must succeed at a DC 18 Reflex save or take 1d6+5 slashing plus 1d4 bleed damage.
The foot pincer must be reset manually before it can activate again.
Pathfinder Bounty #18: From Family LostOGL