Encounters for PFS Scenario #7-05: Battle of the Thorns

Encounter A1 (Levels 9-10)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

WardenCreature 6

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +17
Languages Common
Skills Athletics +15, Nature +11, Stealth +13, Survival +13
Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
Items +1 composite longbow (10 arrows), backpack, bastard sword, bedroll, compass, flint and steel, maps, pup tent, scale mail
AC 24; Fort +15, Ref +15, Will +11
HP 100
Warding Strike [reaction] Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect; Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit.
Speed 25 feet
Melee [one-action] bastard sword +16 [+11/+6] (two-hand d12), Damage 1d8+10 slashingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] composite longbow +17 [+12/+7] (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercingWarden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter A1 (Levels 9-10; 8-9 Challenge Points)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

Encounter A1 (Levels 9-10; 10-11 Challenge Points)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

WardenCreature 6

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +17
Languages Common
Skills Athletics +15, Nature +11, Stealth +13, Survival +13
Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
Items +1 composite longbow (10 arrows), backpack, bastard sword, bedroll, compass, flint and steel, maps, pup tent, scale mail
AC 24; Fort +15, Ref +15, Will +11
HP 100
Warding Strike [reaction] Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect; Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit.
Speed 25 feet
Melee [one-action] bastard sword +16 [+11/+6] (two-hand d12), Damage 1d8+10 slashingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] composite longbow +17 [+12/+7] (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercingWarden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.

Encounter A1 (Levels 9-10; 12-13 Challenge Points)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter A1 (Levels 9-10; 14-15 Challenge Points)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

WardenCreature 6

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +17
Languages Common
Skills Athletics +15, Nature +11, Stealth +13, Survival +13
Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
Items +1 composite longbow (10 arrows), backpack, bastard sword, bedroll, compass, flint and steel, maps, pup tent, scale mail
AC 24; Fort +15, Ref +15, Will +11
HP 100
Warding Strike [reaction] Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect; Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit.
Speed 25 feet
Melee [one-action] bastard sword +16 [+11/+6] (two-hand d12), Damage 1d8+10 slashingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] composite longbow +17 [+12/+7] (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercingWarden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter A1 (Levels 9-10; 16-18 Challenge Points)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

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.

Gendarme (2)Creature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter A2 (Levels 9-10)

Drill SergeantCreature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

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.

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.

Encounter A2 (Levels 9-10; 8-9 Challenge Points)

Drill SergeantCreature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

Vordine (5)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.

Encounter A2 (Levels 9-10; 10-11 Challenge Points)

Drill SergeantCreature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

Vordine (5)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.

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.

Encounter A2 (Levels 9-10; 12-13 Challenge Points)

Drill SergeantCreature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

Vordine (5)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.

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.

Encounter A2 (Levels 9-10; 14-15 Challenge Points)

Drill SergeantCreature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

Vordine (5)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.

Coarti (3)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.

Encounter A2 (Levels 9-10; 16-18 Challenge Points)

Drill Sergeant (3)Creature 8

Medium Human Humanoid 
Source NPC Core pg. 93
Perception +16
Languages Common
Skills Athletics +18, Intimidation +20, Warfare Lore +18
Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items +1 striking longsword, chain shirt, javelin (6)
AC 25; Fort +14, Ref +15, Will +20
HP 120
Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn.You Don't Have My Permission to Die! [reaction] (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours.
Speed 25 feet
Melee [one-action] longsword +21 [+16/+11] (magical, versatile P), Damage 2d8+12 slashingMelee [one-action] fist +20 [+16/+12] (agile, nonlethal, unarmed), Damage 1d4+12 bludgeoningRanged [one-action] javelin +19 [+14/+9] (thrown 30 feet), Damage 1d6+12 piercingChastising Enforcement [one-action] (auditory, emotion, linguistic, mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1.Keep Up With Me! [one-action] (auditory, emotion, linguistic, mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry).

Vordine (5)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.

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.

Encounter B (Levels 9-10)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter B (Levels 9-10; 8-9 Challenge Points)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Thoroughbred Nightmare

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

Encounter B (Levels 9-10; 10-11 Challenge Points)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Thoroughbred Nightmare

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter B (Levels 9-10; 12-13 Challenge Points)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Thoroughbred Nightmare

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

Gendarme (2)Creature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter B (Levels 9-10; 14-15 Challenge Points)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Thoroughbred Nightmare

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

Gendarme (3)Creature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter B (Levels 9-10; 16-18 Challenge Points)

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Thoroughbred Nightmare

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Perception +11
Languages Common
Skills Athletics +13, Warfare Lore +10
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 22; Fort +13, Ref +12, Will +11
HP 76 (4 segments); Thresholds 64 (3 segments), 32 (2 segments); Weaknesses area damage 5, splash damage 5
No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration.Troop Defenses
Speed 20 feet; troop movement
Bolt Salvo [three-actions] The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Clash of Steel [one-action] to [three-actions] Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+7 slashing damage
[three-actions] 3d6+10 slashing damage
Drilled in Formations [one-action] Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations.

Phistophilus (2)Creature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter A1 (Levels 11-12)

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

KnightCreature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter A1 (Levels 11-12; 16-18 Challenge Points)

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Knight (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

Encounter A1 (Levels 11-12; 19-22 Challenge Points)

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Knight (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

Encounter A1 (Levels 11-12; 23-27 Challenge Points)

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Knight (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter A1 (Levels 11-12; 28-32 Challenge Points)

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Knight (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

GendarmeCreature 8

Medium Human Humanoid 
Source NPC Core pg. 117
Perception +19
Languages Common
Skills Athletics +18, Intimidation +16, Legal Lore +14
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
Items +1 gauntlet, +1 striking flail, +1 composite longbow (20 arrows), half plate
AC 26; Fort +19, Ref +14, Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.Reactive Strike [reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee [one-action] flail +19 [+14/+9] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning plus Improved KnockdownMelee [one-action] gauntlet +19 [+15/+11] (agile, free-hand, magical), Damage 1d4+10 bludgeoning plus Improved GrabRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercingStop in the Name of the Law! [two-actions] (incapacitation, linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened.Shoot Down [two-actions] The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter A1 (Levels 11-12; 33-36 Challenge Points)

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Knight (2)Creature 7

Medium Human Humanoid 
Source NPC Core pg. 16
Perception +13
Languages Common
Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15
Str +4, Dex +3, Con +3, Int +0, Wis +2, Cha +1
Items full plate with livery, +1 bastard sword, spear (3), steel shield (Hardness 5, 20 HP, BT 10)
AC 25 (27 with shield raised); Fort +14, Ref +14, Will +13
HP 110
Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1.Reactive Strike [reaction] Shield Block [reaction] The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Speed 25 feet
Melee [one-action] bastard sword +18 [+13/+8] (magical, two-hand d12), Damage 1d8+10 slashingMelee [one-action] spear +17 [+12/+7], Damage 1d6+10 piercingMelee [one-action] gauntlet +17 [+13/+9] (agile, free-hand), Damage 1d4+10 bludgeoningRanged [one-action] spear +17 [+12/+7] (thrown 20 feet), Damage 1d6+10 piercingIntimidating Strike [two-actions] (emotion, fear, fighter, mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.Rearming Advance [one-action] The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.Warding Shift [one-action] Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated.

Phistophilus (2)Creature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter A2 (Levels 11-12)

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.

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Encounter A2 (Levels 11-12; 16-18 Challenge Points)

Coarti (5)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.

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Encounter A2 (Levels 11-12; 19-22 Challenge Points)

Coarti (5)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.

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Encounter A2 (Levels 11-12; 23-27 Challenge Points)

Coarti (5)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.

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Greater Hell Hound (2)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Encounter A2 (Levels 11-12; 28-32 Challenge Points)

Coarti (5)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.

Infernal RegistrarCreature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Greater Hell Hound (3)Creature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Encounter A2 (Levels 11-12; 33-36 Challenge Points)

Coarti (5)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.

Infernal Registrar (3)Creature 10

Rare Medium Human Humanoid Unholy 
Source NPC Core pg. 119
Perception +19; (33 to Sense Motive)
Languages Common, Diabolic
Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33
Str +2, Dex +2, Con +2, Int +5, Wis +3, Cha +4
Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge.
Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death.
Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar.
Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie.
Items staff of office (functions as +1 flaming striking staff)
AC 27; Fort +19, Ref +16, Will +33; +2 circumstance to all saves vs. fear
HP 180; Resistances fire 10
Speed 25 feet
Melee [one-action] staff of office +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fireMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningDivine Innate Spells DC 29, attack +21; 5th banishment, divine immolation, locate; 4th detect scrying, suggestion; 3rd chilling darkness, fear, ring of truth; 2nd translate (at will); Cantrips (5th) detect magic, ignition, read aura
A Favor for a Favor [three-actions] (concentrate, divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy).Request Document [three-actions] (concentrate, divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar.
Critical Success A copy of the contract appears before the infernal registrar after 10 minutes.
Success A copy of the contract appears before the infernal registrar after 1 hour.
Failure The attempt fails, but the infernal registrar can try again after 24 hours.
Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year.

Greater Hell HoundCreature 9

Large Beast Fiend Fire Unholy 
Source Monster Core pg. 194 1.1
Perception +19; darkvision, scent (imprecise) 120 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 (+22 to Track)
Str +6, Dex +5, Con +5, Int -2, Wis +4, Cha -2
AC 28; Fort +21, Ref +19, Will +16
HP 150; Immunities fire; Weaknesses cold 10
Hellish Revenge [reaction] Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction.
Speed 40 feet
Melee [one-action] jaws +21 [+16/+11] (magical, unholy), Damage 2d8+9 piercing plus 2d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies.

Encounter B (Levels 11-12)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry BrigadeCreature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter B (Levels 11-12; 16-18 Challenge Points)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry Brigade (2)Creature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

Encounter B (Levels 11-12; 19-22 Challenge Points)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry Brigade (2)Creature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

PhistophilusCreature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter B (Levels 11-12; 23-27 Challenge Points)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry Brigade (2)Creature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

Phistophilus (2)Creature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter B (Levels 11-12; 28-32 Challenge Points)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry Brigade (2)Creature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

Phistophilus (3)Creature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.

Encounter B (Levels 11-12; 33-36 Challenge Points)

Greater NightmareCreature 11

Huge Beast Fiend Unholy 
Source Monster Core pg. 238 1.1
Perception +22; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
AC 31; Fort +25, Ref +24, Will +21
HP 200; Resistances fire 15
Speed 60 feet, fly 120 feet
Melee [one-action] jaws +24 [+19/+14] (magical, unholy, reach 10 feet), Damage 3d10+13 piercingMelee [one-action] hoof +24 [+20/+16] (agile, fire, magical, unholy), Damage 2d8+10 bludgeoning plus 2d6 fireDivine Innate Spells DC 30; 7th interplanar teleport (self and rider only)
Flaming Gallop [two-actions] (divine, fire, unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.Trample [three-actions] Large or smaller, hoof, DC 30

Hellknight Cavalry Brigade (2)Creature 8

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 93
Perception +16
Languages Common, Diabolic
Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12
Str +7, Dex +1, Con +4, Int +2, Wis +2, Cha +3
AC 27; Fort +18, Ref +13, Will +16
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Resistances mental 5, slashing 5; Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; trailblazing stride, troop movement
Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.Lance Charge [three-actions] The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement.Stab from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 piercing damage
[two-actions] 2d6+10 piercing damage
[three-actions] 3d6+14 piercing damage
Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain.

Kizrech

Heavy CavalryCreature 7

Gargantuan Animal Human Humanoid Troop 
Source NPC Core pg. 92
Perception +14
Languages Common
Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15
Str +7, Dex +2, Con +4, Int +0, Wis +1, Cha +2
AC 25; Fort +17, Ref +13, Will +14
HP 105 (4 segments); Thresholds 70 (3 segments), 35 (2 segments); Weaknesses area damage 8, splash damage 8
Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.Troop Defenses
Speed 40 feet; troop movement
Join the Fray [one-action] to [three-actions] Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 bludgeoning damage
[two-actions] 2d6+7 bludgeoning damage
[three-actions] 3d6+10 bludgeoning damage
Thunder of Hooves [one-action] Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).Trample [three-actions] Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone.

Phistophilus (4)Creature 10

Medium Devil Fiend Unholy 
Source Monster Core pg. 90 1.1
Perception +21; greater darkvision
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech
Skills Arcana +19, Athletics +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18
Str +3, Dex +4, Con +4, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +18, Will +23; +1 status to all saves vs. magic
HP 150; Immunities fire, ward contract; Resistances physical 10 (except silver), poison 10; Weaknesses holy 10
Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract.
Speed 25 feet
Melee [one-action] binding contract +23 [+19/+15] (agile, disarm, magical, reach 10 feet, trip, unholy), Damage 3d6+11 slashing plus Grab and infernal woundMelee [one-action] horn +21 [+16/+11] (magical), Damage 3d10+11 piercing plus infernal woundDivine Innate Spells DC 31; 10th scrying (at will; see infernal investment); 7th interplanar teleport; 5th fireball, illusory scene, lightning bolt, locate (at will), mind probe, sending (at will), translocate; 4th peaceful bubble, silence, translocate (at will); 3rd mind reading (at will); Cantrips (7th) detect magic; Constant (5th) truespeech
Rituals DC 31; 1st diabolic pact
Draft Contract [three-actions] (divine, manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.

While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous.
Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save.Infernal Wound (divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.