Trip Wire
HAZARD 1 +10 (trained)
Barbed wire stretches across the passageway at the perfect height to tear into ankles.
DC 17 Thievery (trained) to detach the wire
AC 16; Fort +11, Ref +4
Hardness 5, HP 24 (BT 12)
Snarl
A creature walks into the trip wire
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