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From Pathfinder Society Scenario #5-12: Mischief in the Maze, which isn't enabled.

Unruly Mushrooms

COMPLEX HAZARD 3
Stealth +10 (trained)
Description Giant mushrooms sprout from the ground, their caps reaching up to 15 feet high. Each giant mushroom flls up one 5-foot square and can appear anywhere within 20 feet of the center of the ring except adjacent to another giant mushroom. The ring can be disabled but not damaged before it activates.

Disable DC 16 Nature (trained) or DC 16 Occultism (trained) to repair the runes, DC 20 Survival (trained) to disturb the soil within the ring to weaken the mushrooms; one successful check to disable this hazard reduces the mushrooms' hardness to 0, and two total successes are required to disable the hazard.

AC 16; Fort +12, Ref +6
Hardness 3, HP 25 (BT 12) Per mushroom; Immunities critical hits, precision; Weaknesses fire 3, slashing 3

Sprouting Mushrooms
Trigger A creature touches a standing stone or enters the ring

Effect Two giant mushrooms sprout from the ground, each making a Sprout attack. The hazard then rolls initiative.
Poison Spores

Adjacent creatures take 1d4+3 nonlethal poison damage (DC 17 basic Fortitude save).

Sprout

A giant mushroom appears in a creature's square, dealing 1d6+3 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 17 Reflex save.


Critical Success The creature takes no damage and can choose the square to be moved to.

Success The creature takes half damage and can choose the square to be moved to.

Failure The creature takes full damage and is randomly pushed to an adjacent square.

Critical Failure The creature takes full damage, falls Prone, and is randomly pushed to an adjacent square.

Routine (two actions) A mushroom adjacent to one or more creatures uses Poison Spores. If there are no adjacent creatures, the mushroom vanishes in the ground and reappears in another square, making a Sprout attack. If no conscious creatures are within 20 feet of the center of the ring, the mushroom does nothing. A mushroom will not sprout underneath an Unconscious creature. Each mushroom only acts once.
Reset The giant mushrooms start to wilt and disappear 1 minute after all conscious living creatures have left the area. After 1 hour, the magic recharges, and the hazard is ready to trigger again.
Pathfinder Society Scenario #5-12: Mischief in the MazeOGL