An enormous hammer at an edifice's entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.
Magical
Mechanical
Trap
Level
11
Complexity
Simple
Kind
Magical trap
Traits
Magical, Mechanical, Trap
Stealth
DC 30 (expert)
Disable
DC 28 Thievery (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging
The trap resets over the course of the round, and is ready to swing again 1 round later.
Forbid Entry (Reaction)
Divine
Trigger A creature attempts to enter through the entrance; Effect The hammer swings down, making a Strike against the triggering creature.
Attack
Melee
hammer +28, Damage 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty
Reset
The trap resets over the course of the round, and is ready to swing again 1 round later.
Source: Pathfinder GM Core, p. 102
Bring Hammer of Forbiddance into a Pathfinder 2e game with The DM Screen.