pf2e.fyi
From Pathfinder #182: Graveclaw, which isn't enabled.

Keystone Trap

COMPLEX HAZARD 7
Stealth +17 (expert)
Description A 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the vault is exposed-whether it's slid out or whether the stone is smashed open-the trap activates.

Disable DC 24 Thievery (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 Crafting (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)

AC 25; Fort +18, Ref +12
Hardness 10, HP 50 (BT 25) Keystone Hardness 15; Keystone HP 60 (BT 30);; Immunities critical hits, precision

Keystone

Keystone Hardness 15

Keystone HP 60 (BT 30)

Exposed Vault
Trigger The vault is exposed

Effect The vault makes a poison dart spray Strike at a random creature within 30 feet. The trap then rolls initiative.
Electrify

The metal vault crackles with electricity. In air, this would damage only creatures touching it; in water, the trap deals 2d8 electricity damage to all creatures in a 10-foot emanation (DC 25 basic Fortitude).

Launch Darts

The vault fires a stream of poisoned darts. The trap attacks all creatures in a 30-foot line with its poison dart spray Strike; roll 1d8 to determine the line's direction. These Strikes don't have a multiple attack penalty.

Spin

The vault spins quickly for 1 round. While it Spins, checks to disable the trap have a -2 circumstance penalty, and it Launches Darts at all creatures within 30 feet of it, rather than in a line.

Ranged Poison Dart Spray +18 (range increment 60 feet), Damage 4d4 piercing plus 1d8 poison
Routine The keystone uses its 3 actions to Electrify, Spin, and then Launch Darts. When the trap loses an action, roll randomly to determine which action it loses.
Pathfinder #182: GraveclawOGL