Encounters for PFS Scenario #7-12: The Chitterwood Walks, Part 2: The Battle of Logas

Skirmish: The Frustrated Archer

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Skirmish: The Frustrated Archer (Easier Difficulty)

Hell Hound (2)Creature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Skirmish: The Frustrated Archer (Standard Difficulty)

Hell Hound (3)Creature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Skirmish: The Frustrated Archer (Harder Difficulty)

Hell Hound (4)Creature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Skirmish: The Rebellious Priest

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 20 • Humanoid (Society)
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.

Line InfantryCreature 6

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Recall Knowledge DC 22 • Humanoid (Society)
Perception +13
Languages Common
Skills Athletics +15, Warfare Lore +12
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 24; Fort +15, Ref +14, Will +13
HP 96 (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 21 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 21 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.

Elite Line InfantryCreature 7

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
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 23 • Humanoid (Society)
Perception +15
Languages Common
Skills Athletics +17, Warfare Lore +14
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 26; Fort +17, Ref +16, Will +15
HP 116 (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 23 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 23 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.

Skirmish: The Rebellious Priest (Easier Difficulty)

Weak Line InfantryCreature 5

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 20 • Humanoid (Society)
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.

Skirmish: The Rebellious Priest (Standard Difficulty)

Line InfantryCreature 6

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
Recall Knowledge DC 22 • Humanoid (Society)
Perception +13
Languages Common
Skills Athletics +15, Warfare Lore +12
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 24; Fort +15, Ref +14, Will +13
HP 96 (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 21 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 21 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.

Skirmish: The Rebellious Priest (Harder Difficulty)

Elite Line InfantryCreature 7

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 90
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 23 • Humanoid (Society)
Perception +15
Languages Common
Skills Athletics +17, Warfare Lore +14
Str +5, Dex +2, Con +3, Int +0, Wis +1, Cha +0
AC 26; Fort +17, Ref +16, Will +15
HP 116 (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 23 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 23 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.

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