pf2e.fyi
From Pathfinder Adventure Path: Hellbreakers, which isn't enabled.

Prison Break

COMPLEX HAZARD 7
Stealth +21
Description A prison mob makes a break for freedom, trampling anything in its path.

Disable DC 27 Athletics to stop the prisoners in their tracks, DC 30 Diplomacy to reason with the mob, or DC 27 Intimidation to cow them into calming down

AC 22; Fort +18, Ref +12, Will +20
HP 62 (BT 31); Weaknesses area damage 6, splash damage 6

Rush to Freedom
Trigger The door to holding cell B opens

Effect The hazard grabs at the weapons of any creatures within 20 feet of the door, attempting to Disarm them with a +19 modifier, and then rolls initiative.
Routine

(1 action) Prisoners trample toward the exit, dealing 2d10+9 bludgeoning damage to each living creature in area K9 and the hallway north of it (DC 25 basic Reflex save). On a critical failure, the creature's grasp on anything it's carrying is weakened as if the hazard succeeded on a Disarm attempt. If its grasp was already weakened, they drop the item.

Special If the PCs have not defeated the hazard after 4 rounds, it automatically ends as all the prisoners escape.
Pathfinder Adventure Path: HellbreakersORC