Encounters for PFS Scenario #7-04: Sulfuric Negotiations

Event 1 (Levels 3-4; 8-9 Challenge Points)

Unruly Crowd (2)

Event 1 (Levels 3-4; 10-11 Challenge Points)

Unruly Crowd

Rowdy Crowd

Event 1 (Levels 3-4; 12-13 Challenge Points)

Rowdy Crowd (2)

Event 1 (Levels 3-4; 14-15 Challenge Points)

Unruly Crowd (2)

Rowdy Crowd

Event 1 (Levels 3-4; 16-18 Challenge Points)

Unruly Crowd

Rowdy Crowd (2)

Event 2 (Levels 3-4)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Giant BatCreature 2

Large Animal 
Source Monster Core pg. 40 1.1
Perception +11; echolocation (precise) 40 feet, low-light vision
Skills Acrobatics +8, Athletics +8, Stealth +8
Str +4, Dex +2, Con +3, Int -4, Wis +3, Cha -2
Echolocation A bat can use its hearing as a precise sense at the listed range.
AC 18; Fort +9, Ref +8, Will +7
HP 30
Wing Thrash [reaction] Trigger An adjacent enemy damages the giant bat; Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.
Speed 15 feet, fly 30 feet
Melee [one-action] fangs +9 [+4/-1], Damage 1d10+4 piercingMelee [one-action] wing +9 [+5/+1] (agile), Damage 1d6+4 slashing

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 3-4; 8-9 Challenge Points)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 3-4; 10-11 Challenge Points)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Giant BatCreature 2

Large Animal 
Source Monster Core pg. 40 1.1
Perception +11; echolocation (precise) 40 feet, low-light vision
Skills Acrobatics +8, Athletics +8, Stealth +8
Str +4, Dex +2, Con +3, Int -4, Wis +3, Cha -2
Echolocation A bat can use its hearing as a precise sense at the listed range.
AC 18; Fort +9, Ref +8, Will +7
HP 30
Wing Thrash [reaction] Trigger An adjacent enemy damages the giant bat; Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.
Speed 15 feet, fly 30 feet
Melee [one-action] fangs +9 [+4/-1], Damage 1d10+4 piercingMelee [one-action] wing +9 [+5/+1] (agile), Damage 1d6+4 slashing

Event 2 (Levels 3-4; 12-13 Challenge Points)

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 3-4; 14-15 Challenge Points)

Vordine (2)Creature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 3-4; 16-18 Challenge Points)

Vordine (2)Creature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Hell Hound (2)Creature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 3 (Levels 3-4)

HomunculusCreature 0

Tiny Construct 
Source Monster Core pg. 200 1.1
Perception +3; darkvision
Languages Common; (can't speak any language); master link
Skills Acrobatics +5, Stealth +5
Str -1, Dex +3, Con +0, Int +0, Wis +1, Cha -2
Master Link (arcane, mental) A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus typically has a similar attitude to its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.
AC 17; Fort +2, Ref +7, Will +3
HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Speed 15 feet, fly 40 feet
Melee [one-action] jaws +7 [+2/-3] (finesse, magical, reach 0 feet), Damage 1d4 piercing plus homunculus poisonHomunculus Poison (poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action; Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round).

PipefoxCreature 2

Tiny Beast 
Source Monster Core pg. 265 1.1
Perception +11; darkvision
Languages Common, Draconic; translate
Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8
Str +3, Dex +4, Con +3, Int +4, Wis +1, Cha +3
AC 19; Fort +8, Ref +11, Will +7
HP 30
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2] (finesse, reach 0 feet), Damage 1d6+4 piercingArcane Innate Spells DC 18, attack +8; 2nd invisibility (at will; self only Cantrips); Constant (2nd) translate
Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature.Rapid Erudition [one-action] (concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute.

Weak SpyCreature 5

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +12
Languages Common
Skills Acrobatics +12, Deception +14, Diplomacy +12, Intimidation +12, Local Court Lore +14, Society +12, Stealth +14, Thievery +12
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 21; Fort +10, Ref +14, Will +12
HP 70
Speed 25 feet
Melee [one-action] rapier +15 [+10/+5] (deadly d8, disarm, finesse, magical), Damage 1d6-2+7 piercingMelee [one-action] dagger +14 [+10/+6] (agile, finesse, versatile S), Damage 1d4-2+7 piercingMelee [one-action] fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+7 bludgeoningRanged [one-action] dagger +14 [+10/+6] (agile, thrown 10 feet, versatile S), Damage 1d4-2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Event 3 (Levels 3-4; 8-9 Challenge Points)

Diabolic Messenger

Event 3 (Levels 3-4; 10-11 Challenge Points)

Diabolic Messenger

HomunculusCreature 0

Tiny Construct 
Source Monster Core pg. 200 1.1
Perception +3; darkvision
Languages Common; (can't speak any language); master link
Skills Acrobatics +5, Stealth +5
Str -1, Dex +3, Con +0, Int +0, Wis +1, Cha -2
Master Link (arcane, mental) A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus typically has a similar attitude to its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.
AC 17; Fort +2, Ref +7, Will +3
HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Speed 15 feet, fly 40 feet
Melee [one-action] jaws +7 [+2/-3] (finesse, magical, reach 0 feet), Damage 1d4 piercing plus homunculus poisonHomunculus Poison (poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action; Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round).

Event 3 (Levels 3-4; 12-13 Challenge Points)

Diabolic Messenger

PipefoxCreature 2

Tiny Beast 
Source Monster Core pg. 265 1.1
Perception +11; darkvision
Languages Common, Draconic; translate
Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8
Str +3, Dex +4, Con +3, Int +4, Wis +1, Cha +3
AC 19; Fort +8, Ref +11, Will +7
HP 30
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2] (finesse, reach 0 feet), Damage 1d6+4 piercingArcane Innate Spells DC 18, attack +8; 2nd invisibility (at will; self only Cantrips); Constant (2nd) translate
Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature.Rapid Erudition [one-action] (concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute.

Event 3 (Levels 3-4; 14-15 Challenge Points)

Weak SpyCreature 5

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +12
Languages Common
Skills Acrobatics +12, Deception +14, Diplomacy +12, Intimidation +12, Local Court Lore +14, Society +12, Stealth +14, Thievery +12
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 21; Fort +10, Ref +14, Will +12
HP 70
Speed 25 feet
Melee [one-action] rapier +15 [+10/+5] (deadly d8, disarm, finesse, magical), Damage 1d6-2+7 piercingMelee [one-action] dagger +14 [+10/+6] (agile, finesse, versatile S), Damage 1d4-2+7 piercingMelee [one-action] fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+7 bludgeoningRanged [one-action] dagger +14 [+10/+6] (agile, thrown 10 feet, versatile S), Damage 1d4-2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

PipefoxCreature 2

Tiny Beast 
Source Monster Core pg. 265 1.1
Perception +11; darkvision
Languages Common, Draconic; translate
Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8
Str +3, Dex +4, Con +3, Int +4, Wis +1, Cha +3
AC 19; Fort +8, Ref +11, Will +7
HP 30
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2] (finesse, reach 0 feet), Damage 1d6+4 piercingArcane Innate Spells DC 18, attack +8; 2nd invisibility (at will; self only Cantrips); Constant (2nd) translate
Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature.Rapid Erudition [one-action] (concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute.

Event 3 (Levels 3-4; 16-18 Challenge Points)

Diabolic Messenger (2)

Encounter B2 (Levels 3-4)

Weak MusketeerCreature 2

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +8
Languages Common
Skills Acrobatics +9, Athletics +6, Deception +6 ((+8 to Feint)), Intimidation +8, Stealth +9, Thievery +7
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 18; Fort +6, Ref +9, Will +4
HP 25
Speed 25 feet
Melee [one-action] rapier +9 [+4/-1] (deadly d8, disarm, finesse), Damage 1d6-2+5 piercingMelee [one-action] fist +9 [+5/+1] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+5 bludgeoningRanged [one-action] flintlock musket +9 [+4/-1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6-2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Street MusicianCreature 2

Medium Human Humanoid 
Source NPC Core pg. 125
Perception +9
Languages Common
Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8 ((+11 when playing an instrument)), Society +6
Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +4
Items dagger, musical instrument (handheld)
AC 17; Fort +8, Ref +8, Will +9
HP 32
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 18, attack +10; 1st charm, force barrage, ventriloquism (3 slots); Cantrips (1st) daze, figment, light, summon instrument
Distracting Drone [one-action] Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round.Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone.

MusketeerCreature 3

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +10
Languages Common
Skills Acrobatics +11, Athletics +8, Deception +8 ((+10 to Feint)), Intimidation +10, Stealth +11, Thievery +9
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 20; Fort +8, Ref +11, Will +6
HP 40
Speed 25 feet
Melee [one-action] rapier +11 [+6/+1] (deadly d8, disarm, finesse), Damage 1d6+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] flintlock musket +11 [+6/+1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Mage For HireCreature 3

Medium Aiuvarin Human Humanoid 
Source NPC Core pg. 82
Perception +7
Languages Common
Skills Arcana +11, Society +9, Stealth +7, Thievery +9
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items invisibility potion, spellbook, staff, thieves' toolkit
AC 17; Fort +8, Ref +9, Will +10
HP 30
Speed 25 feet
Melee [one-action] staff +7 [+2/-3] (two-hand d8), Damage 1d4 bludgeoningArcane Prepared Spells DC 20, attack +12; 2nd floating flame, knock, see the unseen; 1st force barrage, grease, mystic armor, sure strike; Cantrips (2nd) daze, detect magic, electric arc, light, message, shield, telekinetic hand

Encounter B2 (Levels 3-4; 8-9 Challenge Points)

Weak Musketeer (2)Creature 2

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +8
Languages Common
Skills Acrobatics +9, Athletics +6, Deception +6 ((+8 to Feint)), Intimidation +8, Stealth +9, Thievery +7
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 18; Fort +6, Ref +9, Will +4
HP 25
Speed 25 feet
Melee [one-action] rapier +9 [+4/-1] (deadly d8, disarm, finesse), Damage 1d6-2+5 piercingMelee [one-action] fist +9 [+5/+1] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+5 bludgeoningRanged [one-action] flintlock musket +9 [+4/-1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6-2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Street Musician (2)Creature 2

Medium Human Humanoid 
Source NPC Core pg. 125
Perception +9
Languages Common
Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8 ((+11 when playing an instrument)), Society +6
Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +4
Items dagger, musical instrument (handheld)
AC 17; Fort +8, Ref +8, Will +9
HP 32
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 18, attack +10; 1st charm, force barrage, ventriloquism (3 slots); Cantrips (1st) daze, figment, light, summon instrument
Distracting Drone [one-action] Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round.Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone.

Encounter B2 (Levels 3-4; 10-11 Challenge Points)

Musketeer (3)Creature 3

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +10
Languages Common
Skills Acrobatics +11, Athletics +8, Deception +8 ((+10 to Feint)), Intimidation +10, Stealth +11, Thievery +9
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 20; Fort +8, Ref +11, Will +6
HP 40
Speed 25 feet
Melee [one-action] rapier +11 [+6/+1] (deadly d8, disarm, finesse), Damage 1d6+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] flintlock musket +11 [+6/+1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Street MusicianCreature 2

Medium Human Humanoid 
Source NPC Core pg. 125
Perception +9
Languages Common
Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8 ((+11 when playing an instrument)), Society +6
Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +4
Items dagger, musical instrument (handheld)
AC 17; Fort +8, Ref +8, Will +9
HP 32
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 18, attack +10; 1st charm, force barrage, ventriloquism (3 slots); Cantrips (1st) daze, figment, light, summon instrument
Distracting Drone [one-action] Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round.Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone.

Encounter B2 (Levels 3-4; 12-13 Challenge Points)

Musketeer (3)Creature 3

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +10
Languages Common
Skills Acrobatics +11, Athletics +8, Deception +8 ((+10 to Feint)), Intimidation +10, Stealth +11, Thievery +9
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 20; Fort +8, Ref +11, Will +6
HP 40
Speed 25 feet
Melee [one-action] rapier +11 [+6/+1] (deadly d8, disarm, finesse), Damage 1d6+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] flintlock musket +11 [+6/+1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Street Musician (2)Creature 2

Medium Human Humanoid 
Source NPC Core pg. 125
Perception +9
Languages Common
Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8 ((+11 when playing an instrument)), Society +6
Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +4
Items dagger, musical instrument (handheld)
AC 17; Fort +8, Ref +8, Will +9
HP 32
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 18, attack +10; 1st charm, force barrage, ventriloquism (3 slots); Cantrips (1st) daze, figment, light, summon instrument
Distracting Drone [one-action] Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round.Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone.

Encounter B2 (Levels 3-4; 14-15 Challenge Points)

Musketeer (3)Creature 3

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +10
Languages Common
Skills Acrobatics +11, Athletics +8, Deception +8 ((+10 to Feint)), Intimidation +10, Stealth +11, Thievery +9
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 20; Fort +8, Ref +11, Will +6
HP 40
Speed 25 feet
Melee [one-action] rapier +11 [+6/+1] (deadly d8, disarm, finesse), Damage 1d6+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] flintlock musket +11 [+6/+1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Street Musician (3)Creature 2

Medium Human Humanoid 
Source NPC Core pg. 125
Perception +9
Languages Common
Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8 ((+11 when playing an instrument)), Society +6
Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +4
Items dagger, musical instrument (handheld)
AC 17; Fort +8, Ref +8, Will +9
HP 32
Speed 25 feet
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] dagger +8 [+4/+0] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingOccult Spontaneous Spells DC 18, attack +10; 1st charm, force barrage, ventriloquism (3 slots); Cantrips (1st) daze, figment, light, summon instrument
Distracting Drone [one-action] Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round.Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone.

Encounter B2 (Levels 3-4; 16-18 Challenge Points)

Musketeer (4)Creature 3

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +10
Languages Common
Skills Acrobatics +11, Athletics +8, Deception +8 ((+10 to Feint)), Intimidation +10, Stealth +11, Thievery +9
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 20; Fort +8, Ref +11, Will +6
HP 40
Speed 25 feet
Melee [one-action] rapier +11 [+6/+1] (deadly d8, disarm, finesse), Damage 1d6+5 piercingMelee [one-action] fist +11 [+7/+3] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningRanged [one-action] flintlock musket +11 [+6/+1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Mage For Hire (2)Creature 3

Medium Aiuvarin Human Humanoid 
Source NPC Core pg. 82
Perception +7
Languages Common
Skills Arcana +11, Society +9, Stealth +7, Thievery +9
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items invisibility potion, spellbook, staff, thieves' toolkit
AC 17; Fort +8, Ref +9, Will +10
HP 30
Speed 25 feet
Melee [one-action] staff +7 [+2/-3] (two-hand d8), Damage 1d4 bludgeoningArcane Prepared Spells DC 20, attack +12; 2nd floating flame, knock, see the unseen; 1st force barrage, grease, mystic armor, sure strike; Cantrips (2nd) daze, detect magic, electric arc, light, message, shield, telekinetic hand

Event 1 (Levels 5-6; 16-18 Challenge Points)

Violent Crowd (2)

Event 1 (Levels 5-6; 19-22 Challenge Points)

Violent Crowd

Murderous Crowd

Event 1 (Levels 5-6; 23-27 Challenge Points)

Murderous Crowd (2)

Event 1 (Levels 5-6; 28-32 Challenge Points)

Violent Crowd (2)

Murderous Crowd

Event 1 (Levels 5-6; 33-36 Challenge Points)

Violent Crowd

Murderous Crowd (2)

Event 2 (Levels 5-6)

CoartiCreature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Elite VordineCreature 6

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +14; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +15, Athletics +17, Intimidation +15, Religion +14, Warfare Lore +15
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 24; Fort +16, Ref +15, Will +12; +1 status to all saves vs. magic
HP 80; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +17 [+12/+7] (magical, unholy), Damage 1d8+2+10 piercingMelee [one-action] hoof +17 [+13/+9] (agile, magical, unholy), Damage 1d4+2+7 bludgeoning plus 1d4+2 fireMelee [one-action] whip +17 [+12/+7] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+2+10 bludgeoningRanged [one-action] trident +15 [+10/+5] (magical, thrown 20 feet, unholy), Damage 1d8+2+10 piercingDivine Innate Spells DC 21 (+4 dmg); 4th translocate (at will)
Rituals DC 21 (+4 dmg); 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Event 2 (Levels 5-6; 16-18 Challenge Points)

CoartiCreature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Event 2 (Levels 5-6; 19-22 Challenge Points)

CoartiCreature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 5-6; 23-27 Challenge Points)

CoartiCreature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Elite VordineCreature 6

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +14; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +15, Athletics +17, Intimidation +15, Religion +14, Warfare Lore +15
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 24; Fort +16, Ref +15, Will +12; +1 status to all saves vs. magic
HP 80; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +17 [+12/+7] (magical, unholy), Damage 1d8+2+10 piercingMelee [one-action] hoof +17 [+13/+9] (agile, magical, unholy), Damage 1d4+2+7 bludgeoning plus 1d4+2 fireMelee [one-action] whip +17 [+12/+7] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+2+10 bludgeoningRanged [one-action] trident +15 [+10/+5] (magical, thrown 20 feet, unholy), Damage 1d8+2+10 piercingDivine Innate Spells DC 21 (+4 dmg); 4th translocate (at will)
Rituals DC 21 (+4 dmg); 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Event 2 (Levels 5-6; 28-32 Challenge Points)

CoartiCreature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

VordineCreature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Elite VordineCreature 6

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +14; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +15, Athletics +17, Intimidation +15, Religion +14, Warfare Lore +15
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 24; Fort +16, Ref +15, Will +12; +1 status to all saves vs. magic
HP 80; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +17 [+12/+7] (magical, unholy), Damage 1d8+2+10 piercingMelee [one-action] hoof +17 [+13/+9] (agile, magical, unholy), Damage 1d4+2+7 bludgeoning plus 1d4+2 fireMelee [one-action] whip +17 [+12/+7] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+2+10 bludgeoningRanged [one-action] trident +15 [+10/+5] (magical, thrown 20 feet, unholy), Damage 1d8+2+10 piercingDivine Innate Spells DC 21 (+4 dmg); 4th translocate (at will)
Rituals DC 21 (+4 dmg); 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Event 2 (Levels 5-6; 33-36 Challenge Points)

Coarti (2)Creature 7

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +17; greater darkvision
Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech
Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17
Str +4, Dex +6, Con +2, Int +3, Wis +4, Cha +4
Items +1 morningstar
AC 24; Fort +13, Ref +17, Will +15; +1 status to all saves vs. magic
HP 110; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5 (see blood contract)
Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges.
Speed 25 feet, fly 40 feet
Melee [one-action] morningstar +18 [+13/+8] (magical, unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spiritMelee [one-action] wing +17 [+13/+9] (agile, unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fireDivine Innate Spells DC 25; 4th darkness, translocate (at will); Constant (5th) truespeech
Rituals DC 25; 1st diabolic pact
Despairing Shriek [two-actions] (divine, sonic, unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds.Wing Snap [one-action] Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn.

Vordine (2)Creature 5

Medium Devil Fiend Unholy 
Source Monster Core pg. 87 1.1
Perception +12; greater darkvision
Languages Common, Diabolic; telepathy 100 feet
Skills Acrobatics +13, Athletics +15, Intimidation +13, Religion +12, Warfare Lore +13
Str +4, Dex +4, Con +5, Int +2, Wis +3, Cha +2
Items breastplate, trident, whip
AC 22; Fort +14, Ref +13, Will +10; +1 status to all saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 5; Weaknesses holy 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] trident +15 [+10/+5] (magical, unholy), Damage 1d8+10 piercingMelee [one-action] hoof +15 [+11/+7] (agile, magical, unholy), Damage 1d4+7 bludgeoning plus 1d4 fireMelee [one-action] whip +15 [+10/+5] (unholy, disarm, magical, nonlethal, reach 10 feet, trip), Damage 1d4+10 bludgeoningRanged [one-action] trident +13 [+8/+3] (magical, thrown 20 feet, unholy), Damage 1d8+10 piercingDivine Innate Spells DC 19; 4th translocate (at will)
Rituals DC 19; 1st diabolic pact
Burning Hoofprints [two-actions] (divine, fire, unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage.Trident of Dis [one-action] The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage.

Event 3 (Levels 5-6)

SpyCreature 6

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +14
Languages Common
Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 23; Fort +12, Ref +16, Will +14
HP 90
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, finesse, magical), Damage 1d6+7 piercingMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+7 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Elite SpyCreature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

PipefoxCreature 2

Tiny Beast 
Source Monster Core pg. 265 1.1
Perception +11; darkvision
Languages Common, Draconic; translate
Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8
Str +3, Dex +4, Con +3, Int +4, Wis +1, Cha +3
AC 19; Fort +8, Ref +11, Will +7
HP 30
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2] (finesse, reach 0 feet), Damage 1d6+4 piercingArcane Innate Spells DC 18, attack +8; 2nd invisibility (at will; self only Cantrips); Constant (2nd) translate
Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature.Rapid Erudition [one-action] (concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute.

PorachaCreature 4

Uncommon Medium Beast 
Source Monster Core pg. 269 1.1
Perception +10; tremorsense (imprecise) 10 feet, darkvision
Languages Common, Fey
Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10
Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
AC 23; Fort +9, Ref +13, Will +10
HP 50; Weaknesses sonic 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (finesse, magical), Damage 2d6+7 piercingMelee [one-action] claw +13 [+9/+5] (agile, finesse, magical), Damage 2d4+7 slashingJaunt [one-action] (move, primal, teleportation) The poracha teleports up to 40 feet to a location it can see. It can't use Jaunt again for 1d4 rounds.Object Meld [two-actions] (primal) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed.

Event 3 (Levels 5-6; 16-18 Challenge Points)

SpyCreature 6

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +14
Languages Common
Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 23; Fort +12, Ref +16, Will +14
HP 90
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, finesse, magical), Damage 1d6+7 piercingMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+7 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Elite SpyCreature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Event 3 (Levels 5-6; 19-22 Challenge Points)

SpyCreature 6

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +14
Languages Common
Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 23; Fort +12, Ref +16, Will +14
HP 90
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, finesse, magical), Damage 1d6+7 piercingMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+7 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Elite SpyCreature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

PipefoxCreature 2

Tiny Beast 
Source Monster Core pg. 265 1.1
Perception +11; darkvision
Languages Common, Draconic; translate
Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8
Str +3, Dex +4, Con +3, Int +4, Wis +1, Cha +3
AC 19; Fort +8, Ref +11, Will +7
HP 30
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +12 [+7/+2] (finesse, reach 0 feet), Damage 1d6+4 piercingArcane Innate Spells DC 18, attack +8; 2nd invisibility (at will; self only Cantrips); Constant (2nd) translate
Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature.Rapid Erudition [one-action] (concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute.

Event 3 (Levels 5-6; 23-27 Challenge Points)

SpyCreature 6

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +14
Languages Common
Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 23; Fort +12, Ref +16, Will +14
HP 90
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, finesse, magical), Damage 1d6+7 piercingMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+7 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Elite SpyCreature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

PorachaCreature 4

Uncommon Medium Beast 
Source Monster Core pg. 269 1.1
Perception +10; tremorsense (imprecise) 10 feet, darkvision
Languages Common, Fey
Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10
Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
AC 23; Fort +9, Ref +13, Will +10
HP 50; Weaknesses sonic 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (finesse, magical), Damage 2d6+7 piercingMelee [one-action] claw +13 [+9/+5] (agile, finesse, magical), Damage 2d4+7 slashingJaunt [one-action] (move, primal, teleportation) The poracha teleports up to 40 feet to a location it can see. It can't use Jaunt again for 1d4 rounds.Object Meld [two-actions] (primal) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed.

Event 3 (Levels 5-6; 28-32 Challenge Points)

Elite Spy (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

PorachaCreature 4

Uncommon Medium Beast 
Source Monster Core pg. 269 1.1
Perception +10; tremorsense (imprecise) 10 feet, darkvision
Languages Common, Fey
Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10
Str +3, Dex +5, Con +3, Int +0, Wis +2, Cha +3
AC 23; Fort +9, Ref +13, Will +10
HP 50; Weaknesses sonic 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (finesse, magical), Damage 2d6+7 piercingMelee [one-action] claw +13 [+9/+5] (agile, finesse, magical), Damage 2d4+7 slashingJaunt [one-action] (move, primal, teleportation) The poracha teleports up to 40 feet to a location it can see. It can't use Jaunt again for 1d4 rounds.Object Meld [two-actions] (primal) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed.

Event 3 (Levels 5-6; 33-36 Challenge Points)

Spy (2)Creature 6

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +14
Languages Common
Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 23; Fort +12, Ref +16, Will +14
HP 90
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, finesse, magical), Damage 1d6+7 piercingMelee [one-action] dagger +16 [+12/+8] (agile, finesse, versatile S), Damage 1d4+7 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] dagger +16 [+12/+8] (agile, thrown 10 feet, versatile S), Damage 1d4+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Elite SpyCreature 7

Medium Human Humanoid 
Source NPC Core pg. 15
Perception +16
Languages Common
Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +16, Local Court Lore +18, Society +16, Stealth +18, Thievery +16
Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' toolkit
AC 25; Fort +14, Ref +18, Will +16
HP 110
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, finesse, magical), Damage 1d6+2+7 piercingMelee [one-action] dagger +18 [+14/+10] (agile, finesse, versatile S), Damage 1d4+2+7 piercingMelee [one-action] fist +18 [+14/+10] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+7 bludgeoningRanged [one-action] dagger +18 [+14/+10] (agile, thrown 10 feet, versatile S), Damage 1d4+2+7 piercingHidden Blade [one-action] Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack.Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6)

Captain of the GuardCreature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite MusketeerCreature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6; 16-18 Challenge Points)

Captain of the GuardCreature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite Musketeer (2)Creature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6; 19-22 Challenge Points)

Captain of the GuardCreature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite Musketeer (3)Creature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6; 23-27 Challenge Points)

Captain of the Guard (2)Creature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite Musketeer (2)Creature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6; 28-32 Challenge Points)

Captain of the Guard (2)Creature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite Musketeer (3)Creature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

Encounter B2 (Levels 5-6; 33-36 Challenge Points)

Captain of the Guard (3)Creature 6

Medium Human Humanoid 
Source NPC Core pg. 115
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.Reactive Strike [reaction] Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingMelee [one-action] fist +17 [+13/+9] (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoningRanged [one-action] crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance [one-action] Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Elite Musketeer (2)Creature 4

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +12
Languages Common
Skills Acrobatics +13, Athletics +10, Deception +10 ((+12 to Feint)), Intimidation +12, Stealth +13, Thievery +11
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 22; Fort +10, Ref +13, Will +8
HP 55
Speed 25 feet
Melee [one-action] rapier +13 [+8/+3] (deadly d8, disarm, finesse), Damage 1d6+2+5 piercingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+5 bludgeoningRanged [one-action] flintlock musket +13 [+8/+3] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.