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

Toxic Crystals

COMPLEX HAZARD 7
Stealth +13 (trained)
Description The green crystals begin to pulse more brightly with light in the presence of living creatures. These fluctuations in illumination from different crystals eerily match the pace of the breathing and rhythm of the heartbeats of those in the room.

Disable DC 30 Thievery (expert) to create a chain reaction among the crystals by striking them in precise spots that cause them to shatter and harmlessly discharge their energy, or DC 27 Performance (expert) to use a musical instrument or singing to resonate the crystals and discharge their toxic energy harmlessly

AC 25; Fort +20, Ref +12
Hardness 15, HP 60 (BT 30); Immunities critical hits, precision, fire; Weaknesses sonic 10

Nauseating Pulse (poison)
Trigger A living creature comes within 20 feet of the green crystals

Effect The crystals pulse with nauseating light. All creatures in area E14 or within the first 10 feet of either passage leading out of this area must succeed at a DC 25 Fortitude save or become Sickened 1 (or Sickened 3 on a critical failure).
Routine

(1 action) (light, poison) Each round on their action, the toxic crystals emit a shrill humming sound and flash brightly with green light. All creatures in area E14 or within the first 10 feet of either passage leading out of this area must attempt a DC 25 Fortitude save.


Critical Success The creature is unaffected.

Success The creature takes 2d8 poison damage.

Failure The creature takes 4d8 poison damage and is Dazzled for 1 minute.

Critical Failure The creature takes 4d8 poison damage, becomes Enfeebled 1, and is Blinded for 1 minute.

Reset The toxic crystals become dormant once no living creatures are in range, but can activate again as soon as another living creature comes in range.
Pathfinder #200: Seven Dooms for SandpointOGL