Mechanical Jaws (1-2)
HAZARD 0 +6 (trained)
Mechanical jaws bolted to the stone beneath a camouflaged floor tile.
DC 12 Thievery (trained) on the jaw mechanism.
AC 14; Fort +8, Ref +2
Hardness 5, HP 14 (BT 7); Immunities precision, critical hits
Jaws
A creature walks on the tile.
The jaws of the trap snap shut, Striking the triggering creature. The triggering creature is Immobilized until the trap is disabled or a creature succeeds at a Athletics check to Force it Open. A creature who critically fails the check to Force it Open instead tightens the trap, dealing 1d6+3 piercing damage to the immobilized creature.
Melee Jaws +10, Damage 1d6+3 piercing
Pathfinder Society Scenario #2-13: A Gilded TestOGL