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From Pathfinder #215: To Blot Out the Sun, which isn't enabled.

Shocking Malfunction

COMPLEX HAZARD 7
Stealth +17
Description The shadow beacon malfunctions, firing bolts of electricity across the battlefield.

Disable

DC 25 Crafting or DC 25 Thievery (master) to ground the device, or DC 25 Arcana, DC 25 Nature, DC 25 Occultism, or DC 25 Religion (master) to safely vent the magical energy; three total successes in any combination to disable

Special Disabling the shocking malfunction does not disable the shadow beacon.


Shockwave (sonic)
Trigger The fourth round of combat begins

Effect The shadow beacon malfunctions, releasing a shock wave of energy. All creatures within 100 feet of the shadow beacon must succeed at a DC 29 Reflex save or be knocked Prone. Creatures who are flying are instead knocked down 15 feet on a failure, taking 1d10+5 bludgeoning damage and landing prone if they collide with a solid object during this movement. The trap then rolls initiative.
Melee Electric Bolt +22, Damage 2d10+9 electricity

No multiple attack penalty

Routine (3 actions) The shadow beacon makes three electric bolt Strikes at random creatures within 100 feet. One of these Strikes targets either Deg or Nizca, and the other two target PCs. The trap loses 1 action for each successful disable.
Pathfinder #215: To Blot Out the SunORC