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From Pathfinder Adventures: Troubles in Grayce, which isn't enabled.

Wall Blades Trap

COMPLEX HAZARD 3
Stealth +10 (trained)
Description A series of rotating, serrated blades attached to long poles routinely slice out of grooves carved into the stone walls.

Disable DC 20 Thievery (trained) to disengage the mechanisms that operate the blades in one wall

AC 22; Fort +12, Ref +6
Hardness 10, HP 16 (BT 8) to destroy the mechanisms in one wall; Immunities critical hits, precision

Slide and Dice
Trigger A creature is within 10 feet of a trapped wall

Effect The hazard makes a serrated blade Strike against all creatures within 10 feet of the west, east, or south wall; these Strikes don't take a multiple attack penalty. The hazard then rolls initiative.
Melee Serrated Blade +12 (reach 10), Damage 2d6+5 slashing

No multiple attack penalty

Routine (3 actions) For each wall in which the mechanisms have been disabled or destroyed, the hazard has 1 fewer action. On each action, the hazard makes a serrated blade Strike against one creature within 10 feet of the west, east, or south wall. Each set of wall blades acts once per turn.
Reset The trap deactivates when the room is empty and resets after 1 minute.
Pathfinder Adventures: Troubles in GrayceORC