pf2e.fyi
From Pathfinder Society Special #3-98: Expedition Into Pallid Peril, which isn't enabled.

Trip Wire

HAZARD 1
Stealth +10 (trained)
Description Barbed wire stretches across the passageway at the perfect height to tear into ankles.

Disable DC 17 Thievery (trained) to detach the wire

AC 16; Fort +11, Ref +4
Hardness 5, HP 24 (BT 12)

Snarl
Trigger A creature walks into the trip wire

Effect The trip wire snaps free and coils around limbs. The triggering creature must succeed at a DC 20 Reflex save or become Clumsy 1 for 1 hour.
Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL