Spitter Pods
COMPLEX HAZARD 2 +8 (trained)
Specialized spore pods burst open, expel toxic globules, and recharge from alchemical reservoirs.
DC 18 Crafting to add disruptive chemicals to the fungus's reservoir, DC 18 Nature (trained) to recognize how to constrict the chemicals' flow, or DC 20 Deception (trained) to spread spores that befuddle the fungus; three total successes are required to disable the trap.
AC 17; Fort +10, Ref +5, Will +7
Hardness 5, HP 30 (BT 15)
Unfurl
A non-fungus creatures enters area E4
The spitter pod rolls initiative.
Ranged Globule +11 (poison, reload 1, range increment 30 feet), Damage 1d12+2 poison
(3 actions) The spitter pods alternate between making Strikes and Reloading. The pods lose 1 action for each successful check to disable the trap.
Pathfinder #193: Mantle of GoldOGL