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

Time Rift

COMPLEX HAZARD 20
Stealth +42 (master)
Description A time rift focused on the sundial causes time to pass erratically for all creatures in the area.

Disable Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift.


Pause (incapacitation)
Trigger A creature enters the area

Effect The triggering creature becomes temporarily unmoored from time, becoming Stunned 3. If the creature succeeds at a DC 47 Will save, they reduce this to Stunned 1. The trap then rolls initiative.
Routine

(1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them.

1 The creature becomes Slowed 1 for 1 round.

2 The creature is unaffected.

3 The creature is affected erratically by time; they're Concealed for 1 round.

4 The creature becomes Quickened 1 for 1 round.

Pathfinder #186: Ghost King's RageOGL