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From Pathfinder Guns & Gears, which isn't enabled.

Malevolent Mannequins

COMPLEX HAZARD 14
Stealth +27
Description A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near.

Disable Thievery (master) to jam a mannequin's clockwork mechanisms or a Religion (expert) twice to exorcise a spirit from a mannequin.

AC 35; Fort +26, Ref +28
Hardness 10, HP 70 (BT 35); Immunities critical hits, precision; Weaknesses electricity 20

Awaken
Trigger A creature comes within 30 feet of a mannequin

Effect The mannequins all lurch towards the triggering creature, Striding up to 50 feet, then roll initiative.
Melee Clockwork Fist +29, Damage 2d10+18 bludgeoning
Routine (9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to Stride up to 50 feet and its remaining two actions to make clockwork fist Strikes. Each has its own separate multiple attack penalty.
Reset The haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round.
Pathfinder Guns & GearsORC