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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

The Three Steps

HAZARD 5
Stealth +13 (trained)
Description Beams of magical energy fire from the Sihedrons to fan the room.

Disable DC 23 Thievery to trick the basket on the door handle into thinking it's got a proper bead inside it, or DC 18 Stealth each round to avoid being detected by the trap


Wrathful Blast
Trigger A creature ends its turn in the room.

Effect Beams of energy fan out of the Sihedrons on the east and west wall, causing 9d6 energy damage (DC 22 basic Reflex save) to all creatures in the room. The trap in area B4a deals 9d6 fire damage, the one in B4b 9d6 cold damage, and the one in B4c 9d6 poison damage.
Reset Each trap resets automatically in 10 minutes.
Pathfinder #200: Seven Dooms for SandpointOGL