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From Pathfinder Society Scenario #7-06: Brastlewark at War Part 1: The Gnome Defection, which isn't enabled.

Heavily Damaged Jaws of Hell

COMPLEX HAZARD 1
Stealth +5
Description The machine is a cylindrical device ringed in blades with a devilish eye at its center. Gnome inventors created the mechanical device, which taps into the planes of earth and fre to create powerful blasts to damage fortress walls or decimate ranks of enemies. Unfortunately, the many miles of forest have not been kind and it's malfunctioning. The damaged jaws planar connections have weakened to a mere trickle and, when activated, it lashes out in an uncontrolled frenzy. The blades encircling it begin lashing out.

Disable DC 15 Arcana, DC 15 Crafting, DC 15 Nature, or DC 15 Thievery (trained) twice, to sever the connection to the planes of fre and earth. DC 13 Crafting or DC 13 Thievery (trained) once, to remove the pintle connecting the limber to the horses. A creature must be adjacent to the jaws to make either check.

AC 16; Fort +13, Ref +5
Hardness 4, HP 20 (BT 10); Immunities critical hits, precision

Jaws Statistics

Jaws Hardness 8

Jaws HP 30 (BT 15)

Blades of Vengeance
Trigger A Small or larger creature, moves within 10 feet of the jaws.

Effect One of the blades lashes out, making one Strike against the creature.
Spit Fire

The jaws launch a magma ball (range 60 feet, 10-foot burst), randomly, at the largest group of creatures, not including itself, it can catch in the blast dealing 2d4 bludgeoning plus 2d4 fire damage. Each creature caught in the blast must attempt a DC 15 Reflex save. The jaws cannot Spit Fire again for 1d4+1 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is knocked Prone.

Critical Failure The creature takes double damage, 1 persistent fire damage, and is knocked prone.

Melee Blade +8, Damage 1d4 fire plus 1d4 slashing
Routine (three actions) On its turn each round, the horses spend one action to move 30 feet, dragging the limber carrying the jaws behind them in a randomly chosen direction. The horses will not move through other creatures. Players on the limber when it moves must attempt a DC 15 Acrobatics check when it moves or fall of. Removing the pintle will end the random movement. The jaws use 2 actions to Spit Fire or make melee strikes against an adjacent creature.
Reset The planar connection shuts down after 1 minute. The horses will tire and stop running after 1 minute.
Pathfinder Society Scenario #7-06: Brastlewark at War Part 1: The Gnome DefectionORC