pf2e.fyi
From Pathfinder Adventure Path: Gatewalkers, which isn't enabled.

Freezing Floor

COMPLEX HAZARD 8
Stealth +16 (expert) or DC 31 Perception (master) to notice the cold fog rising from the floor
Description The white brick floor radiates ice-cold air.

Disable DC 24 Thievery (expert) to erase a rune, or Dispel Magic (3rd rank; counteract DC 24) to dispel a rune; all three runes must be erased or dispelled to disable the trap.

AC 27; Fort +13, Ref +17
Hardness 14, HP 56 (BT 28) to destroy the bricks and disable the trap;; Immunities critical hits, precision

Cold Snap
Trigger A creature steps on the white bricks

Effect The trap makes a frost jet Strike against the triggering creature and rolls initiative.
Frostbite

A creature that takes persistent cold damage from the trap's frost jet Strike must attempt a DC 18 Fortitude save.


Critical Success The creature isn't affected and is immune to this frostbite effect for 24 hours.

Success The creature isn't affected.

Failure The creature can't stop shivering and becomes Clumsy 1.

Critical Failure As failure, and the creature becomes Fatigued.

Melee Frost Jet +20, Damage 1d4 cold plus 2d6 cold plus Frostbite

No multiple attack penalty

Routine (3 actions) With each action, the trap attempts a frost jet Strike against any creature standing on the white bricks. The trap loses 1 action per disabled or dispelled rune.
Reset The trap deactivates and resets after 1 minute.
Pathfinder Adventure Path: GatewalkersORC