pf2e.fyi
From Pathfinder #161: Belly of the Black Whale, which isn't enabled.

The Winder

COMPLEX HAZARD 19
Stealth +31 (master)
Description A large metallic arm, 20 feet long, is set into the floor. It rotates around the room to wind up nearby clockwork creatures.

Disable DC 50 Thievery (master) to deactivate the system, or DC 40 Athletics (legendary) to jam the gears for 1 round

AC 43; Fort +32, Ref +35
Hardness 15, HP 250 (BT 125); Immunities critical hits, precision

Wind Up
Trigger A creature other than the Rumormonger enters the room, or the Rumormonger commands the device to activate

Effect The Winder rolls initiative.
Wind

The Winder winds a clockwork creature in the room. If the creature is currently inactive, this activates the creature, allowing it to act normally for 1d4 rounds. If already active, this instead increases the number of rounds the clockwork creature remains active by 1d4.

Routine (1, 2, or 4 actions, depending on the encounter's threat level) The Winder uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones.
Reset The Winder resets as soon as no creatures remain in the room.
Pathfinder #161: Belly of the Black WhaleOGL