Soul Stasis
COMPLEX HAZARD 17 +33 (master)
Four steel pillars emit pulsing energy to slow souls' processes.
DC 43 Arcana or Religion (master) to reweave the magic within each pillar, DC 46 Thievery (master) to disable each pillar, or dispel magic (8th level; counteract DC 43) to counteract each pillar
AC 40; Fort +32, Ref +26
Hardness 29, HP 114 (BT 57) Per pillar; Immunities critical hits, precision
Pulse (divine)
A soul or creature with a soul enters the area
The steel pillars activate with an audible hum that resonates with spirits. Each non-psychopomp creature with a soul is Stunned 3 unless they succeed at a DC 43 Will save. The trap then rolls initiative.
(4 actions) This trap loses 1 action each turn for each disabled pillar. Each pillar uses 1 action to emit a 30-foot-radius burst of inhibiting energy that slows souls. Each non-psychopomp creature with a soul in the area is Slowed 1 unless they succeed at a DC 43 Fortitude save.
The trap deactivates and resets if 1 minute passes without any souls in the area.
Pathfinder #186: Ghost King's RageOGL