pf2e.fyi
From Pathfinder #191: The Destiny War, which isn't enabled.

Maggot Pit

COMPLEX HAZARD 18
Stealth +0 (the maggots are slow and impossible to miss)
Description Countless human-faced, fanged maggots wriggle and squirm in this chamber.

Disable Three DC 45 Religion checks within the room to utter prayers, which calm and quell the maggots with invocations to the gods

AC 39; Fort +27, Ref +33
HP 120 (BT 60); Immunities precision; Weaknesses area damage 15, holy 15, splash damage 15; Resistances bludgeoning 10, piercing 20, slashing 20

Damning Swarm (death, divine)
Trigger a creature appears in area M1

Effect The swarming maggots squirm into a biting frenzy, and all creatures on the ground in area M1 must attempt a DC 40 Fortitude save. The hazard then rolls initiative.

Critical Success The creature is unaffected.

Success The creature takes 1d10+5 piercing damage, 3d6 poison damage, and is Sickened 1.

Failure The creature takes 2d10+10 piercing damage, 6d6 poison damage, is sickened 1, and is Enfeebled 1 by the maggots' bites.

Critical Failure The creature takes 4d10+20 piercing damage, 12d6 poison damage, is sickened 1, and is Enfeebled 2 by the maggots' bites.

Melee Maggot Tendril +35 (reach 200), Damage 2d12 poison plus 1d12+20 piercing

On a critical hit, the target is Enfeebled 1; this has the poison trait

Routine (2 actions; death, divine, necromancy) On its initiative, the pit uses its first action to use Damning Swarm against any creature within 5 feet of the pit floor. It then takes its second action to form a long, thrashing tendril composed of thousands of maggots to lash at a single target within area M1.
Reset The pit functions continuously. If it's disabled or destroyed, it resets automatically after 24 hours if the crystal stele in area M2 still functions, otherwise it doesn't reset.
Pathfinder #191: The Destiny WarOGL