Gorging Passage
COMPLEX HAZARD 22 +38 (legendary) to notice that the wall undulates
The passage closes around intruders. Cavities open in its soft wood and try to envelope anything within it.
DC 50 Thievery (legendary) three times to scrape away Hidden sensors on the floor and walls, or DC 55 Nature (legendary) to call upon lingering elements of primal energy in the Witchbole to render the trap inert
Convulsive Gulp
A non-demon and non-fungus creature proceeds beyond the halfway point into the tunnel (indicated by the dotted line)
The passage constricts tightly down. All creatures in area E4 take creatures take 4d10+26 bludgeoning damage (DC 45 basic Reflex save). The trap then rolls initiative.
(2 actions) The trap's first action on its turn is to heave and jolt, causing the entire length of area E4 to become difficult terrain until the start of the gorging passage's next turn. It then grinds at those within while simultaneously exuding acid from its walls. All creatures in area E4 take 4d10 bludgeoning plus 8d6 acid damage (DC 45 basic Reflex save).
The trap deactivates as soon as a round begins with no living targets in area E4, and then resets at the start of the following round.
Pathfinder #212: A Voice in the BlightORC