pf2e.fyi
From Pathfinder #186: Ghost King's Rage, which isn't enabled.

Soul Stasis

COMPLEX HAZARD 17
Stealth +33 (master)
Description Four steel pillars emit pulsing energy to slow souls' processes.

Disable 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)
Trigger A soul or creature with a soul enters the area

Effect 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.
Routine (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.
Reset The trap deactivates and resets if 1 minute passes without any souls in the area.
Pathfinder #186: Ghost King's RageOGL