pf2e.fyi
From Pathfinder Society Scenario #7-16: A Star's Journey, which isn't enabled.

Warp Pillar

COMPLEX HAZARD 2
Stealth +8 (trained); DC 18 Perception to realize the pillars can move, noticing the pillar has a DC of 0.
Description A time-disrupting field shimmers around a 9-foot-tall pillar of obsidian and bronze that magically slides across the room.

Disable DC 18 Arcana, DC 18 Crafting, DC 18 Occultism, or DC 18 Thievery; three successes deactivates a pillar, as does destroying it.

AC 18; Fort +11, Ref +12
Hardness 8, HP 32 (BT 16); Immunities critical hits, precision

Time Shift
Trigger A creature attacks the pillar or approaches within 5 feet of it, or the other warp pillar activates

Effect The trap casts Slow (DC 18 Fortitude) on a random creature within 30 feet, then rolls initiative.
Speed 30 feet
Melee Time Drain +11 (magical, reach 10), Damage 1d8+4 force

plus Slowed 1 for 1 round on a hit (Slowed 2 for 1 round on a critical hit); no multiple attack penalty

Routine (two actions) The pillar Steps or Strides to get as close to as many targets as possible, then makes a time drain Strike against each creature within its reach.
Reset If the pillar isn't destroyed, it resets 1 minute after making no time drain attacks.
Pathfinder Society Scenario #7-16: A Star's JourneyORC