Encounters for PFS Scenario #7-11: The Darkness Within

A. Broken Bindings

Living LodestoneCreature 6

Small Elemental Metal 
Source Rage of Elements pg. 155
Recall Knowledge DC 22 • Elemental (Arcana, Nature)
Perception +14; darkvision
Skills Athletics +15
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +4
AC 23; Fort +14, Ref +13, Will +16
HP 95; Immunities bleed, paralyzed, poison, sleep; Resistances electricity 5
Magnetic Field (aura, metal, primal) 60 feet. A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.
  • Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.
  • Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
Electromagnetic Disruption When living lodestone takes electricity damage, they automatically reverses polarity.
Speed 20 feet; hover
Melee [one-action] jolt +15 [+10/+5], Damage 2d6+8 electricityRanged [one-action] hurled metal object +13 [+8/+3] (magical, primal, range increment 60 feet), Damage 2d10+7 bludgeoning, piercing, or slashing (depending on object)Hover A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.Magnetic Disarm [one-action] (primal) The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.Reverse Polarity [two-actions] The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls prone unless it succeeds at a DC 21 Reflex save. The lodestone can't Reverse Polarity again for 1d4 rounds.

Elite Hound TopiaryCreature 4

Medium Plant 
Source Monster Core 2 pg. 214
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Plant (Nature)
Perception +11; low-light vision, scent (imprecise) 40 feet
Languages Muan; (can't speak any language)
Skills Athletics +12, Nature +11, Stealth +12
Str +4, Dex +2, Con +3, Int -2, Wis +0, Cha +3
AC 20; Fort +14, Ref +11, Will +8
HP 65; Immunities bleed; Weaknesses fire 5
Speed 30 feet; walk through plants
Melee [one-action] jaws +12 [+7/+2], Damage 1d8+2+6 piercingMelee [one-action] claw +12 [+8/+4] (agile), Damage 1d6+2+6 slashingPruning [one-action] (concentrate, manipulate, polymorph) The hound topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 30 for Deception checks and DCs to appear as a mundane topiary.Pack Attack The hound topiary deals an extra 1d6 damage to any creature within reach of at least two of its allies.Walk Through Plants The hound topiary ignores difficult terrain caused by dense vegetation.Warning Howl [reaction] (emotion, fear, mental, visual) Trigger The hound topiary rolls for initiative using Stealth; Effect The hound shifts to life and howls, though without breath, no sound comes from its mouth. Creatures within 30 feet must attempt a DC 19 Will save or be frightened 1. They're then immune to all hound topiaries' Warning Howls for 1 hour.

A. Broken Bindings (Easier Difficulty)

Heart of Gloom

Living LodestoneCreature 6

Small Elemental Metal 
Source Rage of Elements pg. 155
Recall Knowledge DC 22 • Elemental (Arcana, Nature)
Perception +14; darkvision
Skills Athletics +15
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +4
AC 23; Fort +14, Ref +13, Will +16
HP 95; Immunities bleed, paralyzed, poison, sleep; Resistances electricity 5
Magnetic Field (aura, metal, primal) 60 feet. A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.
  • Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.
  • Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
Electromagnetic Disruption When living lodestone takes electricity damage, they automatically reverses polarity.
Speed 20 feet; hover
Melee [one-action] jolt +15 [+10/+5], Damage 2d6+8 electricityRanged [one-action] hurled metal object +13 [+8/+3] (magical, primal, range increment 60 feet), Damage 2d10+7 bludgeoning, piercing, or slashing (depending on object)Hover A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.Magnetic Disarm [one-action] (primal) The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.Reverse Polarity [two-actions] The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls prone unless it succeeds at a DC 21 Reflex save. The lodestone can't Reverse Polarity again for 1d4 rounds.

Elite Hound TopiaryCreature 4

Medium Plant 
Source Monster Core 2 pg. 214
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Plant (Nature)
Perception +11; low-light vision, scent (imprecise) 40 feet
Languages Muan; (can't speak any language)
Skills Athletics +12, Nature +11, Stealth +12
Str +4, Dex +2, Con +3, Int -2, Wis +0, Cha +3
AC 20; Fort +14, Ref +11, Will +8
HP 65; Immunities bleed; Weaknesses fire 5
Speed 30 feet; walk through plants
Melee [one-action] jaws +12 [+7/+2], Damage 1d8+2+6 piercingMelee [one-action] claw +12 [+8/+4] (agile), Damage 1d6+2+6 slashingPruning [one-action] (concentrate, manipulate, polymorph) The hound topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 30 for Deception checks and DCs to appear as a mundane topiary.Pack Attack The hound topiary deals an extra 1d6 damage to any creature within reach of at least two of its allies.Walk Through Plants The hound topiary ignores difficult terrain caused by dense vegetation.Warning Howl [reaction] (emotion, fear, mental, visual) Trigger The hound topiary rolls for initiative using Stealth; Effect The hound shifts to life and howls, though without breath, no sound comes from its mouth. Creatures within 30 feet must attempt a DC 19 Will save or be frightened 1. They're then immune to all hound topiaries' Warning Howls for 1 hour.

A. Broken Bindings (Standard Difficulty)

Heart of Gloom

Living LodestoneCreature 6

Small Elemental Metal 
Source Rage of Elements pg. 155
Recall Knowledge DC 22 • Elemental (Arcana, Nature)
Perception +14; darkvision
Skills Athletics +15
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +4
AC 23; Fort +14, Ref +13, Will +16
HP 95; Immunities bleed, paralyzed, poison, sleep; Resistances electricity 5
Magnetic Field (aura, metal, primal) 60 feet. A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.
  • Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.
  • Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
Electromagnetic Disruption When living lodestone takes electricity damage, they automatically reverses polarity.
Speed 20 feet; hover
Melee [one-action] jolt +15 [+10/+5], Damage 2d6+8 electricityRanged [one-action] hurled metal object +13 [+8/+3] (magical, primal, range increment 60 feet), Damage 2d10+7 bludgeoning, piercing, or slashing (depending on object)Hover A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.Magnetic Disarm [one-action] (primal) The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.Reverse Polarity [two-actions] The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls prone unless it succeeds at a DC 21 Reflex save. The lodestone can't Reverse Polarity again for 1d4 rounds.

Elite Hound Topiary (4)Creature 4

Medium Plant 
Source Monster Core 2 pg. 214
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Plant (Nature)
Perception +11; low-light vision, scent (imprecise) 40 feet
Languages Muan; (can't speak any language)
Skills Athletics +12, Nature +11, Stealth +12
Str +4, Dex +2, Con +3, Int -2, Wis +0, Cha +3
AC 20; Fort +14, Ref +11, Will +8
HP 65; Immunities bleed; Weaknesses fire 5
Speed 30 feet; walk through plants
Melee [one-action] jaws +12 [+7/+2], Damage 1d8+2+6 piercingMelee [one-action] claw +12 [+8/+4] (agile), Damage 1d6+2+6 slashingPruning [one-action] (concentrate, manipulate, polymorph) The hound topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 30 for Deception checks and DCs to appear as a mundane topiary.Pack Attack The hound topiary deals an extra 1d6 damage to any creature within reach of at least two of its allies.Walk Through Plants The hound topiary ignores difficult terrain caused by dense vegetation.Warning Howl [reaction] (emotion, fear, mental, visual) Trigger The hound topiary rolls for initiative using Stealth; Effect The hound shifts to life and howls, though without breath, no sound comes from its mouth. Creatures within 30 feet must attempt a DC 19 Will save or be frightened 1. They're then immune to all hound topiaries' Warning Howls for 1 hour.

A. Broken Bindings (Harder Difficulty)

Heart of Gloom

Living Lodestone (3)Creature 6

Small Elemental Metal 
Source Rage of Elements pg. 155
Recall Knowledge DC 22 • Elemental (Arcana, Nature)
Perception +14; darkvision
Skills Athletics +15
Str +5, Dex +3, Con +4, Int +0, Wis +4, Cha +4
AC 23; Fort +14, Ref +13, Will +16
HP 95; Immunities bleed, paralyzed, poison, sleep; Resistances electricity 5
Magnetic Field (aura, metal, primal) 60 feet. A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity.
  • Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura.
  • Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone.
Electromagnetic Disruption When living lodestone takes electricity damage, they automatically reverses polarity.
Speed 20 feet; hover
Melee [one-action] jolt +15 [+10/+5], Damage 2d6+8 electricityRanged [one-action] hurled metal object +13 [+8/+3] (magical, primal, range increment 60 feet), Damage 2d10+7 bludgeoning, piercing, or slashing (depending on object)Hover A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground.Magnetic Disarm [one-action] (primal) The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action.Reverse Polarity [two-actions] The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls prone unless it succeeds at a DC 21 Reflex save. The lodestone can't Reverse Polarity again for 1d4 rounds.

Elite Hound Topiary (4)Creature 4

Medium Plant 
Source Monster Core 2 pg. 214
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Plant (Nature)
Perception +11; low-light vision, scent (imprecise) 40 feet
Languages Muan; (can't speak any language)
Skills Athletics +12, Nature +11, Stealth +12
Str +4, Dex +2, Con +3, Int -2, Wis +0, Cha +3
AC 20; Fort +14, Ref +11, Will +8
HP 65; Immunities bleed; Weaknesses fire 5
Speed 30 feet; walk through plants
Melee [one-action] jaws +12 [+7/+2], Damage 1d8+2+6 piercingMelee [one-action] claw +12 [+8/+4] (agile), Damage 1d6+2+6 slashingPruning [one-action] (concentrate, manipulate, polymorph) The hound topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 30 for Deception checks and DCs to appear as a mundane topiary.Pack Attack The hound topiary deals an extra 1d6 damage to any creature within reach of at least two of its allies.Walk Through Plants The hound topiary ignores difficult terrain caused by dense vegetation.Warning Howl [reaction] (emotion, fear, mental, visual) Trigger The hound topiary rolls for initiative using Stealth; Effect The hound shifts to life and howls, though without breath, no sound comes from its mouth. Creatures within 30 feet must attempt a DC 19 Will save or be frightened 1. They're then immune to all hound topiaries' Warning Howls for 1 hour.

Shelyn's Corner

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