Summoning Rune 1
Complex Magical Trap
Stealth: +7 (trained)
Description: A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.
Disable: Acrobatics DC 15 to approach without triggering the trap followed by Thievery DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune
(arcane, conjuration, summon) Trigger: A creature enters the cloud of magical sensors Effect: This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.
Reset: The trap resets each day at dawn
Source: Core Rulebook pg. 526 2.0