pf2e.fyi
From Pathfinder Kingmaker, which isn't enabled.

Test of Tactics

HAZARD 13
Stealth +27 (expert)
Description Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.

Disable DC 37 Thievery (expert) to remove a set of runes linked to one bound derghodaemon, or Dispel Magic (7th rank, counteract DC 31) to counteract the trap's magic.


Conjure Daemon
Trigger A creature moves past the bend in the middle of the hall
Effect A pair of Derghodaemon rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area.
Reset If at least one of the Derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.
Pathfinder KingmakerOGL