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Spike Launchers in Pathfinder 2e

Spike Launchers - Hazard 1
HAZARDMECHANICALTRAP

A jagged spike of metal shoots from a hidden launcher.
Perception Stealth DC 19
Skills Disable DC 16 Thievery to disable one of the four launchers or DC 12 Acrobatics to step over a trip line (this doesn’t disarm the trap, but avoids triggering it)

STR +0 , DEX +0 , CON +0 , INT +0 , WIS +0 , CHA +0

AC 16
Saving Throws Fort +9, Ref +3, Will 0
HP16 - Immunities critical hits, object immunities, precision damage - Resistances Hardness 3
Ranged spike +11 (range 20 feet), Damage piercing
Special Abilities Spike Trigger A creature crosses one of the trip lines; Effect A spike launches along the trip line’s path against the triggering creature, making a ranged Strike.

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