Encounters for PFS Scenario #7-07: Draconic Folly

Encounter A: Into the Swamp (Levels 7-8)

Forest TrollCreature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter A: Into the Swamp (Levels 7-8; 8-9 Challenge Points)

Forest Troll (2)Creature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter A: Into the Swamp (Levels 7-8; 10-11 Challenge Points)

Forest Troll (3)Creature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter A: Into the Swamp (Levels 7-8; 12-13 Challenge Points)

Forest Troll (2)Creature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter A: Into the Swamp (Levels 7-8; 14-15 Challenge Points)

Forest Troll (3)Creature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter A: Into the Swamp (Levels 7-8; 16-18 Challenge Points)

Forest Troll (2)Creature 5

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 330 1.1
Perception +11; darkvision
Languages Jotun
Skills Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int -2, Wis +0, Cha -2
Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
AC 20; Fort +17, Ref +11, Will +7
HP 125, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Flailing [reaction] Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it.
Speed 30 feet
Melee [one-action] jaws +14 [+9/+4] (reach 10 feet), Damage 2d10+5 piercingMelee [one-action] claw +14 [+10/+6] (agile, reach 10 feet), Damage 2d8+5 slashingChase Prey [two-actions] The forest troll rushes forward on all fours, Striding and then making two claw Strikes.Rend [one-action] claw

Ogre Boss (3)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8)

Weak Ogre BossCreature 6

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +10; darkvision
Languages Common, Jotun
Skills Athletics +14, Intimidation +14, Stealth +9
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 23; Fort +15, Ref +10, Will +13
HP 110
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +17 [+12/+7] (deadly d10, reach 10 feet, trip), Damage 1d10-2+11 piercingRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6-2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8; 8-9 Challenge Points)

Weak Ogre Boss (2)Creature 6

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +10; darkvision
Languages Common, Jotun
Skills Athletics +14, Intimidation +14, Stealth +9
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 23; Fort +15, Ref +10, Will +13
HP 110
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +17 [+12/+7] (deadly d10, reach 10 feet, trip), Damage 1d10-2+11 piercingRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6-2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8; 10-11 Challenge Points)

Weak Ogre BossCreature 6

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +10; darkvision
Languages Common, Jotun
Skills Athletics +14, Intimidation +14, Stealth +9
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 23; Fort +15, Ref +10, Will +13
HP 110
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +17 [+12/+7] (deadly d10, reach 10 feet, trip), Damage 1d10-2+11 piercingRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6-2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8; 12-13 Challenge Points)

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8; 14-15 Challenge Points)

Weak Ogre Boss (2)Creature 6

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +10; darkvision
Languages Common, Jotun
Skills Athletics +14, Intimidation +14, Stealth +9
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 23; Fort +15, Ref +10, Will +13
HP 110
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +17 [+12/+7] (deadly d10, reach 10 feet, trip), Damage 1d10-2+11 piercingRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6-2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 7-8; 16-18 Challenge Points)

Ogre Boss (3)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B2: Treerazer's Leftovers (Levels 7-8)

Fetid HeapCreature 6

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +10; wavesense (precise) 60 feet
Skills Athletics +17, Stealth +14
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 14; Fort +17, Ref +14, Will +10
HP 180; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +17 [+12/+7] (reach 10 feet), Damage 2d8+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 23

Elite Fetid HeapCreature 7

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +12; wavesense (precise) 60 feet
Skills Athletics +19, Stealth +16
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +19, Ref +16, Will +12
HP 200; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 24 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 2d8+2+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 25

Encounter B2: Treerazer's Leftovers (Levels 7-8; 8-9 Challenge Points)

Fetid Heap (2)Creature 6

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +10; wavesense (precise) 60 feet
Skills Athletics +17, Stealth +14
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 14; Fort +17, Ref +14, Will +10
HP 180; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +17 [+12/+7] (reach 10 feet), Damage 2d8+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 23

Encounter B2: Treerazer's Leftovers (Levels 7-8; 10-11 Challenge Points)

Fetid HeapCreature 6

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +10; wavesense (precise) 60 feet
Skills Athletics +17, Stealth +14
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 14; Fort +17, Ref +14, Will +10
HP 180; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +17 [+12/+7] (reach 10 feet), Damage 2d8+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 23

Elite Fetid HeapCreature 7

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +12; wavesense (precise) 60 feet
Skills Athletics +19, Stealth +16
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +19, Ref +16, Will +12
HP 200; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 24 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 2d8+2+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 25

Encounter B2: Treerazer's Leftovers (Levels 7-8; 12-13 Challenge Points)

Elite Fetid Heap (2)Creature 7

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +12; wavesense (precise) 60 feet
Skills Athletics +19, Stealth +16
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +19, Ref +16, Will +12
HP 200; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 24 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 2d8+2+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 25

Encounter B2: Treerazer's Leftovers (Levels 7-8; 14-15 Challenge Points)

Fetid Heap (2)Creature 6

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +10; wavesense (precise) 60 feet
Skills Athletics +17, Stealth +14
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 14; Fort +17, Ref +14, Will +10
HP 180; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +17 [+12/+7] (reach 10 feet), Damage 2d8+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 23

Elite Fetid HeapCreature 7

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +12; wavesense (precise) 60 feet
Skills Athletics +19, Stealth +16
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +19, Ref +16, Will +12
HP 200; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 24 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 2d8+2+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 25

Encounter B2: Treerazer's Leftovers (Levels 7-8; 16-18 Challenge Points)

Elite Fetid Heap (2)Creature 7

Large Amphibious Plant 
Source Monster Core pg. 295 1.1
Perception +12; wavesense (precise) 60 feet
Skills Athletics +19, Stealth +16
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +0
AC 16; Fort +19, Ref +16, Will +12
HP 200; Immunities critical hits, precision, unconscious; Resistances cold 5; Weaknesses slashing 5
Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 24 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours.
Speed 10 feet, climb 10 feet, swim 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 2d8+2+8 bludgeoning plus GrabConstrict [one-action] 2d8+3 bludgeoning, DC 25

Encounter C1: Cave Entrance (Levels 7-8)

Weak Cave GiantCreature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh GiantCreature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 7-8; 8-9 Challenge Points)

Weak Cave Giant (2)Creature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh GiantCreature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 7-8; 10-11 Challenge Points)

Weak Cave Giant (3)Creature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh GiantCreature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 7-8; 12-13 Challenge Points)

Weak Cave Giant (2)Creature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh Giant (2)Creature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 7-8; 14-15 Challenge Points)

Weak Cave Giant (3)Creature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh Giant (2)Creature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 7-8; 16-18 Challenge Points)

Weak Cave Giant (2)Creature 5

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +13; darkvision
Languages Jotun
Skills Athletics +16, Intimidation +12
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 21; Fort +15, Ref +11, Will +9
HP 90
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +16 [+11/+6] (magical, reach 10 feet, sweep), Damage 1d12-2+9 slashingMelee [one-action] fist +16 [+12/+8] (agile, reach 10 feet), Damage 1d8-2+9 bludgeoningRanged [one-action] rock +14 [+9/+4] (brutal, range increment 120 feet), Damage 2d6-2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Weak Marsh Giant (3)Creature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C2: Crafting Room (Levels 7-8)

DemonologistCreature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C2: Crafting Room (Levels 7-8; 8-9 Challenge Points)

Abyssal Warhound Pack Leader (2)

DemonologistCreature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Dragon's Ward

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C2: Crafting Room (Levels 7-8; 10-11 Challenge Points)

Abyssal Warhound Pack Leader (3)

DemonologistCreature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Dragon's Ward

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C2: Crafting Room (Levels 7-8; 12-13 Challenge Points)

Abyssal Warhound Pack Leader (2)

Demonologist (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Dragon's Ward

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C2: Crafting Room (Levels 7-8; 14-15 Challenge Points)

Abyssal Warhound Pack Leader (3)

Demonologist (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Dragon's Ward

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C2: Crafting Room (Levels 7-8; 16-18 Challenge Points)

Abyssal Warhound Pack Leader (2)

Demonologist (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 100
Perception +15
Languages Chthonian, Common
Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11 ((+13 with demons)), Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void.Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure.

Dragon's Ward

Weak Abyssal Warhound General

Nucol (0) [only included if summoned]Creature 4

NE Medium Fiend Sahkil 
Source Bestiary 3 pg. 219
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses good 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumptionDivine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.

Encounter C3: Cultivation Cave (Levels 7-8)

Weak Marsh GiantCreature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Weak ZaluraakCreature 9

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +17; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +20, Acrobatics +19, Arcana +20, Athletics +19, Crafting +20, Diplomacy +17, Mercantile Lore +20, Thievery +19
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 28; Fort +16, Ref +19, Will +17; +2 status to all saves vs. arcane
HP 155; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +19 [+14/+9] (magical, reach 10 feet), Damage 2d10-2+11 piercing plus 1d6 forceMelee [one-action] claw +19 [+15/+11] (agile, magical), Damage 2d6-2+11 piercing plus 1d6 forceMelee [one-action] tail +17 [+12/+7] (magical, reach 15 feet), Damage 2d10-2+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 28, attack +20 (-4 dmg); 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 28 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 27 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 25 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 7-8; 8-9 Challenge Points)

Lesser Marsh Giant (2)

Distracted Zaluraak

Encounter C3: Cultivation Cave (Levels 7-8; 10-11 Challenge Points)

Lesser Marsh Giant (3)

Distracted Zaluraak

Encounter C3: Cultivation Cave (Levels 7-8; 12-13 Challenge Points)

Lesser Marsh Giant (4)

Distracted Zaluraak

Encounter C3: Cultivation Cave (Levels 7-8; 14-15 Challenge Points)

Lesser Marsh Giant

Distracted Zaluraak

Weak Marsh Giant (3)Creature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C3: Cultivation Cave (Levels 7-8; 16-18 Challenge Points)

Weak ZaluraakCreature 9

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +17; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +20, Acrobatics +19, Arcana +20, Athletics +19, Crafting +20, Diplomacy +17, Mercantile Lore +20, Thievery +19
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 28; Fort +16, Ref +19, Will +17; +2 status to all saves vs. arcane
HP 155; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +19 [+14/+9] (magical, reach 10 feet), Damage 2d10-2+11 piercing plus 1d6 forceMelee [one-action] claw +19 [+15/+11] (agile, magical), Damage 2d6-2+11 piercing plus 1d6 forceMelee [one-action] tail +17 [+12/+7] (magical, reach 15 feet), Damage 2d10-2+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 28, attack +20 (-4 dmg); 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 28 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 27 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 25 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Weak Marsh Giant (4)Creature 7

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +14; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +16, Intimidation +13, Nature +13, Religion +15
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 25; Fort +16, Ref +11, Will +15
HP 130
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +18 [+13/+8] (magical, reach 10 feet, trip, versatile P), Damage 2d6-2+14 bludgeoningMelee [one-action] fist +18 [+14/+10] (agile, reach 10 feet), Damage 2d6-2+14 bludgeoningRanged [one-action] spit +18 [+13/+8] (primal, range 60 feet, water), Damage 5d6-2 bludgeoningOccult Innate Spells DC 21 (-4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 21 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter A: Into the Swamp (Levels 9-10)

Ogre BossCreature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll WarleaderCreature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter A: Into the Swamp (Levels 9-10; 16-18 Challenge Points)

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll WarleaderCreature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter A: Into the Swamp (Levels 9-10; 19-22 Challenge Points)

Ogre Boss (3)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll WarleaderCreature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter A: Into the Swamp (Levels 9-10; 23-27 Challenge Points)

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll Warleader (2)Creature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter A: Into the Swamp (Levels 9-10; 28-32 Challenge Points)

Ogre Boss (3)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll Warleader (2)Creature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter A: Into the Swamp (Levels 9-10; 33-36 Challenge Points)

Ogre Boss (2)Creature 7

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +12; darkvision
Languages Common, Jotun
Skills Athletics +16, Intimidation +16, Stealth +11
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 25; Fort +17, Ref +12, Will +15
HP 130
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +19 [+14/+9] (deadly d10, reach 10 feet, trip), Damage 1d10+11 piercingRanged [one-action] javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Weak Troll Warleader (3)Creature 9

Large Giant Humanoid Troll Wood 
Source Monster Core pg. 331 1.1
Perception +17; darkvision
Languages Jotun
Skills Athletics +19, Crafting +13, Intimidation +20, Nature +15, Survival +15
Str +7, Dex +3, Con +7, Int -1, Wis +1, Cha +4
Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks.
Items +1 striking battle axe (2), half plate
AC 27 (24 plus <%UMR%47%%>all-around vision after Shed Armor); Fort +21, Ref +15, Will +13
HP 220, regeneration 20 (deactivated by electricity or fire); Weaknesses electricity 10, fire 10
Furious Roar [reaction] Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it.Reactive Strike [reaction]
Speed 30 feet
Melee [one-action] jaws +21 [+16/+11] (reach 10 feet), Damage 2d12-2+13 piercingMelee [one-action] battle axe +22 [+17/+12] (magical, reach 10 feet, sweep), Damage 2d8-2+13 slashingMelee [one-action] claw +21 [+17/+13] (agile, reach 10 feet), Damage 2d8-2+13 slashingPrimordial Roar [one-action] (auditory, emotion, fear, mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 3.
Shed Armor [one-action] (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.Sweeping Axes [three-actions] Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Encounter B1: Abandoned Lookout (Levels 9-10)

Elite Ogre BossCreature 8

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +14; darkvision
Languages Common, Jotun
Skills Athletics +18, Intimidation +18, Stealth +13
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 27; Fort +19, Ref +14, Will +17
HP 150
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +21 [+16/+11] (deadly d10, reach 10 feet, trip), Damage 1d10+2+11 piercingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 9-10; 16-18 Challenge Points)

Elite Ogre Boss (2)Creature 8

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +14; darkvision
Languages Common, Jotun
Skills Athletics +18, Intimidation +18, Stealth +13
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 27; Fort +19, Ref +14, Will +17
HP 150
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +21 [+16/+11] (deadly d10, reach 10 feet, trip), Damage 1d10+2+11 piercingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Encounter B1: Abandoned Lookout (Levels 9-10; 19-22 Challenge Points)

Elite Ogre BossCreature 8

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +14; darkvision
Languages Common, Jotun
Skills Athletics +18, Intimidation +18, Stealth +13
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 27; Fort +19, Ref +14, Will +17
HP 150
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +21 [+16/+11] (deadly d10, reach 10 feet, trip), Damage 1d10+2+11 piercingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre Hunter

Encounter B1: Abandoned Lookout (Levels 9-10; 23-27 Challenge Points)

Ogre Hunter (2)

Encounter B1: Abandoned Lookout (Levels 9-10; 28-32 Challenge Points)

Elite Ogre Boss (2)Creature 8

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +14; darkvision
Languages Common, Jotun
Skills Athletics +18, Intimidation +18, Stealth +13
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 27; Fort +19, Ref +14, Will +17
HP 150
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +21 [+16/+11] (deadly d10, reach 10 feet, trip), Damage 1d10+2+11 piercingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre Hunter

Encounter B1: Abandoned Lookout (Levels 9-10; 33-36 Challenge Points)

Elite Ogre BossCreature 8

Large Giant Humanoid 
Source Monster Core pg. 251 1.1
Perception +14; darkvision
Languages Common, Jotun
Skills Athletics +18, Intimidation +18, Stealth +13
Str +7, Dex +0, Con +4, Int +0, Wis +1, Cha +1
Items +1 ogre hook, breastplate, javelin (6)
AC 27; Fort +19, Ref +14, Will +17
HP 150
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] ogre hook +21 [+16/+11] (deadly d10, reach 10 feet, trip), Damage 1d10+2+11 piercingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+11 piercingBellowing Command [one-action] (auditory, emotion, fear, linguistic, mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride.Sweeping Hook [reaction] Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped.

Ogre Hunter (2)

Encounter B2: Treerazer's Leftovers (Levels 9-10; 16-18 Challenge Points)

Marshy Snapdrake (2)

Encounter B2: Treerazer's Leftovers (Levels 9-10; 19-22 Challenge Points)

Marshy Snapdrake

Elite Marshy Snapdrake

Encounter B2: Treerazer's Leftovers (Levels 9-10; 23-27 Challenge Points)

Elite Marshy Snapdrake (2)

Encounter B2: Treerazer's Leftovers (Levels 9-10; 28-32 Challenge Points)

Marshy Snapdrake (2)

Elite Marshy Snapdrake

Encounter B2: Treerazer's Leftovers (Levels 9-10; 33-36 Challenge Points)

Elite Marshy Snapdrake (3)

Encounter C1: Cave Entrance (Levels 9-10)

Elite Cave GiantCreature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh GiantCreature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 9-10; 16-18 Challenge Points)

Elite Cave Giant (2)Creature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh GiantCreature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 9-10; 19-22 Challenge Points)

Elite Cave Giant (3)Creature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh GiantCreature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 9-10; 23-27 Challenge Points)

Elite Cave Giant (2)Creature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh Giant (2)Creature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 9-10; 28-32 Challenge Points)

Elite Cave Giant (3)Creature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh Giant (2)Creature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C1: Cave Entrance (Levels 9-10; 33-36 Challenge Points)

Elite Cave Giant (2)Creature 7

CE Large Giant Humanoid 
Source Bestiary 3 pg. 108
Perception +17; darkvision
Languages Jotun
Skills Athletics +20, Intimidation +16
Str +6, Dex +3, Con +5, Int -2, Wis +3, Cha +2
Items greataxe, hide armor, sack with 5 rocks
AC 25; Fort +19, Ref +15, Will +13
HP 130
Catch Rock [reaction]
Speed 35 feet
Melee [one-action] greataxe +20 [+15/+10] (magical, reach 10 feet, sweep), Damage 1d12+2+9 slashingMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 1d8+2+9 bludgeoningRanged [one-action] rock +18 [+13/+8] (brutal, range increment 120 feet), Damage 2d6+2+10 bludgeoningSmear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled.Throw Rock [one-action]

Elite Marsh Giant (3)Creature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Encounter C2: Crafting Room (Levels 9-10)

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C2: Crafting Room (Levels 9-10; 16-18 Challenge Points)

Weak Abyssal Warhound General (2)

Greater Demonologist

Greater Dragon's Ward

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C2: Crafting Room (Levels 9-10; 19-22 Challenge Points)

Weak Abyssal Warhound General (3)

Greater Demonologist

Greater Dragon's Ward

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C2: Crafting Room (Levels 9-10; 23-27 Challenge Points)

Weak Abyssal Warhound General (2)

Greater Demonologist (2)

Greater Dragon's Ward

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C2: Crafting Room (Levels 9-10; 28-32 Challenge Points)

Weak Abyssal Warhound General (3)

Greater Demonologist (2)

Greater Dragon's Ward

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C2: Crafting Room (Levels 9-10; 33-36 Challenge Points)

Weak Abyssal Warhound General (2)

Greater Demonologist (2)

Greater Dragon's Ward

Elite Abyssal Warhound General

Brimorak (0) [only included if summoned]Creature 5

Medium Demon Fiend Unholy 
Source Monster Core pg. 77 1.1
Perception +12; darkvision, smoke vision
Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet
Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12
Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2
Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round.
Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke.
AC 22; Fort +15, Ref +12, Will +10
HP 80; Immunities fire; Weaknesses cold iron 5, holy 5
Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save).
Speed 30 feet
Melee [one-action] flaming sword +15 [+10/+5] (magical, unholy), Damage 2d8+4 slashing plus 1d6 fireMelee [one-action] hoof +15 [+11/+7] (agile, unholy), Damage 2d4+4 bludgeoning plus 1d6 fireDivine Innate Spells DC 21; 4th translocate; 3rd dispel magic, fireball; Cantrips (3rd) ignition
Rituals DC 21; 1st demonic pact
Flaming Weapon (divine, fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip.Frothing Spew [two-actions] (divine, fire, unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds.Fume [two-actions] (divine, fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10)

Marsh GiantCreature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

ZaluraakCreature 10

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 30; Fort +18, Ref +21, Will +19; +2 status to all saves vs. arcane
HP 175; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 forceMelee [one-action] claw +21 [+17/+13] (agile, magical), Damage 2d6+11 piercing plus 1d6 forceMelee [one-action] tail +19 [+14/+9] (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 30, attack +22; 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Elite Marsh GiantCreature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Elite ZaluraakCreature 11

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +21; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +24, Acrobatics +23, Arcana +24, Athletics +23, Crafting +24, Diplomacy +21, Mercantile Lore +24, Thievery +23
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 32; Fort +20, Ref +23, Will +21; +2 status to all saves vs. arcane
HP 195; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +23 [+18/+13] (magical, reach 10 feet), Damage 2d10+2+11 piercing plus 1d6 forceMelee [one-action] claw +23 [+19/+15] (agile, magical), Damage 2d6+2+11 piercing plus 1d6 forceMelee [one-action] tail +21 [+16/+11] (magical, reach 15 feet), Damage 2d10+2+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 32, attack +24 (+4 dmg); 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 32 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 31 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 29 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10; 16-18 Challenge Points)

Marsh Giant (2)Creature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

ZaluraakCreature 10

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 30; Fort +18, Ref +21, Will +19; +2 status to all saves vs. arcane
HP 175; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 forceMelee [one-action] claw +21 [+17/+13] (agile, magical), Damage 2d6+11 piercing plus 1d6 forceMelee [one-action] tail +19 [+14/+9] (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 30, attack +22; 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10; 19-22 Challenge Points)

Marsh Giant (3)Creature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

ZaluraakCreature 10

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 30; Fort +18, Ref +21, Will +19; +2 status to all saves vs. arcane
HP 175; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 forceMelee [one-action] claw +21 [+17/+13] (agile, magical), Damage 2d6+11 piercing plus 1d6 forceMelee [one-action] tail +19 [+14/+9] (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 30, attack +22; 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10; 23-27 Challenge Points)

Marsh Giant (4)Creature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

ZaluraakCreature 10

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 30; Fort +18, Ref +21, Will +19; +2 status to all saves vs. arcane
HP 175; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 forceMelee [one-action] claw +21 [+17/+13] (agile, magical), Damage 2d6+11 piercing plus 1d6 forceMelee [one-action] tail +19 [+14/+9] (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 30, attack +22; 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10; 28-32 Challenge Points)

Marsh GiantCreature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Elite Marsh Giant (3)Creature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

ZaluraakCreature 10

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +19; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 30; Fort +18, Ref +21, Will +19; +2 status to all saves vs. arcane
HP 175; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +21 [+16/+11] (magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 forceMelee [one-action] claw +21 [+17/+13] (agile, magical), Damage 2d6+11 piercing plus 1d6 forceMelee [one-action] tail +19 [+14/+9] (magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 30, attack +22; 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).

Encounter C3: Cultivation Cave (Levels 9-10; 33-36 Challenge Points)

Marsh Giant (3)Creature 8

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +16; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +18, Intimidation +15, Nature +15, Religion +17
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 27; Fort +18, Ref +13, Will +17
HP 150
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +20 [+15/+10] (magical, reach 10 feet, trip, versatile P), Damage 2d6+14 bludgeoningMelee [one-action] fist +20 [+16/+12] (agile, reach 10 feet), Damage 2d6+14 bludgeoningRanged [one-action] spit +20 [+15/+10] (primal, range 60 feet, water), Damage 5d6 bludgeoningOccult Innate Spells DC 23; 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Elite Marsh GiantCreature 9

Large Amphibious Giant Humanoid Water 
Source Monster Core pg. 164 1.1
Perception +18; low-light vision
Languages Aklo, Common, Jotun, Thalassic
Skills Athletics +20, Intimidation +17, Nature +17, Religion +19
Str +6, Dex +3, Con +4, Int +0, Wis +3, Cha +1
Items +1 striking gaff
AC 29; Fort +20, Ref +15, Will +19
HP 170
Speed 35 feet, swim 20 feet
Melee [one-action] gaff +22 [+17/+12] (magical, reach 10 feet, trip, versatile P), Damage 2d6+2+14 bludgeoningMelee [one-action] fist +22 [+18/+14] (agile, reach 10 feet), Damage 2d6+2+14 bludgeoningRanged [one-action] spit +22 [+17/+12] (primal, range 60 feet, water), Damage 5d6+2 bludgeoningOccult Innate Spells DC 25 (+4 dmg); 5th mariner's curse; 2nd augury, mist
Drowning Hook [one-action] (primal, water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 25 basic Fortitude save) and lose 3 rounds worth of air if they fail the save.Twist the Hook [two-actions] The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature.

Elite ZaluraakCreature 11

Large Arcane Dragon 
Source Monster Core pg. 116 1.1
Perception +21; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic
Skills Accounting Lore +24, Acrobatics +23, Arcana +24, Athletics +23, Crafting +24, Diplomacy +21, Mercantile Lore +24, Thievery +23
Str +5, Dex +5, Con +4, Int +6, Wis +3, Cha +3
AC 32; Fort +20, Ref +23, Will +21; +2 status to all saves vs. arcane
HP 195; Immunities drained, paralyzed, sleep
Capture Spell [reaction] (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally.
Speed 60 feet, fly 100 feet
Melee [one-action] jaws +23 [+18/+13] (magical, reach 10 feet), Damage 2d10+2+11 piercing plus 1d6 forceMelee [one-action] claw +23 [+19/+15] (agile, magical), Damage 2d6+2+11 piercing plus 1d6 forceMelee [one-action] tail +21 [+16/+11] (magical, reach 15 feet), Damage 2d10+2+11 bludgeoning plus 1d6 forceArcane Spontaneous Spells DC 32, attack +24 (+4 dmg); 5th fireball, force barrage, slither, unfettered movement (1 slot); Cantrips (5th) detect magic, read aura
Disruptive Breath [two-actions] (arcane, force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 32 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds.Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot.Share the Wealth [two-actions] Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 31 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches.Treasure Dive [two-actions] Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 29 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure).