pf2e.fyi
From Pathfinder Society Scenario #6-00: Salt of the Ocean, which isn't enabled.

Hostile Architecture (5-6)

COMPLEX HAZARD 6
Stealth +15 (expert)
Description The sigils on the door's frame glow with an amber light, which collects in a facet over the center of the door.

Disable DC 19 Religion (trained) to strategically destroy the runes, DC 21 Thievery to disrupt the beam from collecting the facet, or Dispel Magic (3rd rank, counteract DC 21) to dispel the rune

AC 10; Fort +17, Ref +11
Hardness 15, HP 54 (BT 27); Immunities critical hits, precision

Aversion Beam (attack, fear, magical, mental)
Trigger A non-demon creature comes within 15 feet of the hostile architecture

Effect The hostile architecture shines the aversion beam on the triggering creature, and then rolls initiative. The triggering creature must attempt a DC 24 Will save.

Critical Success The target is immune to the trap for 1 minute.

Success The target is unaffected.

Failure The target is Frightened 1.

Critical Failure The target is Frightened 3 and Fleeing.


Melee Aversion Beam +17 (magical, unholy), Damage 2d8+9 spirit
Routine The hostile architecture fires its aversion beam on a creature that is sanctified holy. If there are no sanctified holy creatures, it instead fires its beam on the nearest non-demon creature.
Reset The Hostile Architecture resets after being exposed to the light of a blue moon.
Pathfinder Society Scenario #6-00: Salt of the OceanORC