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From Pathfinder Society Special #3-98: Expedition Into Pallid Peril, which isn't enabled.

Lacerating Trip Wire

HAZARD 3
Stealth +13 (trained)
Description Barbed wire stretches across the passageway at the perfect height to tear into ankles.

Disable DC 20 Thievery (trained) to detach the wire

AC 19; Fort +14, Ref +6
Hardness 10, HP 44 (BT 22)

Snarl
Trigger A creature walks into the trip wire

Effect The trip wire snaps free and coils around limbs. The triggering creature must succeed at a DC 23 Reflex save or become Clumsy 1 for 1 hour. On a critical failure, the trip wire embeds into the creature's skin, making the creature clumsy 1 until it rests for 8 hours.
Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL