pf2e.fyi
From Pathfinder Society Scenario #4-16: Dacilane Academy's First Great Prank War, which isn't enabled.

House Spirits With a Large Number of Regenerating Pies

COMPLEX HAZARD 3
Stealth +13
Description A group of house spirits run around the lunchroom hurling pies at the walls and all the people in the room—and then the pies magically reconstitute and throw themselves again.

Disable DC 20 Diplomacy, DC 20 Deception, or DC 20 Intimidation four times to convince the spirits to undo their spells, DC 18 Arcana or DC 21 Occultism to unravel a pie's enchantments, or Dispel Magic (2nd rank; counteract DC 18) to undo one pies' worth of spells. Three successes are required to disable the hazard.

AC 22; Fort +6, Ref +12, Will +14
HP 46 (BT 23) if the house spirits take this much damage, they aren't killed, but they do flee the school and don't return

Sur-Pies
Trigger A creature enters the room

Effect A pie from the room magically hurls itself at the creature and attempts a pie Strike, then the hazard rolls initiative.
Continually Sur-piesed
Trigger A creature enters the room, attempts an action with the concentrate trait for the first time this turn, or ends their turn

Effect The hazard makes a pie Strike against the triggering creature.
Melee Pie +12 (nonlethal), Damage 1d6+3 bludgeoning
Routine (3 actions) The hazard regenerates any pies that it has thrown at a cost of one action per pie (to a maximum of 3 active pies). Each successful check to disable the hazard deactivates one of the pies, reducing the number of active pies by 1. After regenerating pies on its turn, the hazard throws pies whenever a creature triggers continually sur-piesed. For each pie Strike, roll 1d4. On a 1, the pie pan has nails driven into it by Numblekin and deals an additional 1d10+6 piercing damage. The nails make the pie's damage lethal, rather than nonlethal.
Pathfinder Society Scenario #4-16: Dacilane Academy's First Great Prank WarOGL