pf2e.fyi
From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Invertebrate Infiltrator Trap

COMPLEX HAZARD 8
Stealth +21 (expert)
Description

Variant confounding betrayal

Allies appear to shed their skin, transforming into either giant worm monsters or masses of wriggling worms.


Disable DC 28 Thievery (expert) twice to suppress the trap's trigger, or DC 28 Occultism (expert) to create a ward against the trap's mental effects.

AC 10

Unmask (illusion, occult)
Trigger Two or more creatures enter the haunt's area.

Effect Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save.

Critical Success The creature sees through the illusions entirely and is temporarily immune to the haunt's routine for 1 minute.

Success The creature is unaffected by the strange images.

Failure The creature believes the illusions to be true; if they become confused by the haunt's routine, they can't attempt flat checks to end the confused condition when they take damage.

Critical Failure As failure, but the creature is left with a lingering suspicion of others and can't benefit from Aid reactions for 24 hours.

Routine

(1 action, illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will.

Critical Success The creature is unaffected and temporarily immune for 1 minute.

Success The creature is unaffected.

Failure The creature is confused for 1 round.

Critical Failure The creature is confused for 1 minute.

Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.
Pathfinder #194: Cult of the Cave WormOGL