I'm working on a story concept where the villain is a tinker who is seeking revenge against a noble house, and his M.O. is intricate mechanical traps. The trap rules given are fine for dungeon encounters, but pit traps and dart traps and their ilk seem a little bland for a genius-level inventor.
Are there advanced rules for traps anywhere that I can use to give more flavor to this villain's work, or am I stuck improvising and/or reskinning existing traps to fit into the story? I'm looking mostly for expanded rules regarding mechanical traps; I suppose cursed magical items would technically count as "trapped items" in this case, but spellcasting is a little out of the purview of a tinker.
An example of the kind of thing I'm looking for might be a necklace that functions as a garrote, tightening around a character's neck when worn.