Encounters for PFS Scenario #7-15: Within Antiquated Halls

A1. Toothsome Waters

Goblin SharkCreature 5

Large Animal Aquatic 
Source Howl of the Wild pg. 179
Recall Knowledge DC 20 • Animal (Nature)
Perception +15; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet
Skills Athletics +13, Stealth +15, Survival +10
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent The shark can smell blood in the water from up to 1 mile away.
Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
AC 21; Fort +16, Ref +11, Will +10
HP 85
Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away.
Speed swim 20 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+6 piercing plus GrabLunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

Elite Goblin SharkCreature 6

Large Animal Aquatic 
Source Howl of the Wild pg. 179
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 22 • Animal (Nature)
Perception +17; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet
Skills Athletics +15, Stealth +17, Survival +12
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent The shark can smell blood in the water from up to 1 mile away.
Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
AC 23; Fort +18, Ref +13, Will +12
HP 105
Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away.
Speed swim 20 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+6 piercing plus GrabLunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

A1. Toothsome Waters (Easier Difficulty)

Goblin Shark (2)Creature 5

Large Animal Aquatic 
Source Howl of the Wild pg. 179
Recall Knowledge DC 20 • Animal (Nature)
Perception +15; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet
Skills Athletics +13, Stealth +15, Survival +10
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent The shark can smell blood in the water from up to 1 mile away.
Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
AC 21; Fort +16, Ref +11, Will +10
HP 85
Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away.
Speed swim 20 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+6 piercing plus GrabLunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

A1. Toothsome Waters (Standard Difficulty)

Goblin Shark (3)Creature 5

Large Animal Aquatic 
Source Howl of the Wild pg. 179
Recall Knowledge DC 20 • Animal (Nature)
Perception +15; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet
Skills Athletics +13, Stealth +15, Survival +10
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent The shark can smell blood in the water from up to 1 mile away.
Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
AC 21; Fort +16, Ref +11, Will +10
HP 85
Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away.
Speed swim 20 feet
Melee [one-action] jaws +13 [+8/+3], Damage 2d8+6 piercing plus GrabLunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

A1. Toothsome Waters (Harder Difficulty)

Elite Goblin Shark (3)Creature 6

Large Animal Aquatic 
Source Howl of the Wild pg. 179
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 22 • Animal (Nature)
Perception +17; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet
Skills Athletics +15, Stealth +17, Survival +12
Str +6, Dex +4, Con +5, Int -4, Wis +3, Cha -3
Blood Scent The shark can smell blood in the water from up to 1 mile away.
Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater.
Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet.
AC 23; Fort +18, Ref +13, Will +12
HP 105
Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away.
Speed swim 20 feet
Melee [one-action] jaws +15 [+10/+5], Damage 2d8+2+6 piercing plus GrabLunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet.

B6. Treasure Room

Clockwork MageCreature 9

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 72
Recall Knowledge DC 28 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Speed 25 feet
Melee [one-action] fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoningArcane Innate Spells DC 28, attack +20; 5th howling blizzard, slither; 4th flicker, fly, wall of fire; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web (Player Core 2 255); 1st carryall, gentle landing, grease; Cantrips (5th) daze, detect magic, frostbite, shield, tangle vine
Energize Clockwork Wand (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.

Weak Clockwork SoldierCreature 5

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 71
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 22 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +14; darkvision
Skills Athletics +13 (+15 to Disarm or Grapple)
Str +6, Dex +2, Con +4, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 22, standby
Items +1 halberd
AC 22; Fort +14, Ref +12, Will +10; +2 vs. Disarm
HP 60; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 5, orichalcum 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] halberd +15 [+10/+5] (magical, reach 10 feet, versatile S), Damage 1d10-2+10 piercingMelee [one-action] fist +14 [+10/+6] (agile), Damage 1d8-2+10 bludgeoning plus GrabActivate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.

Elite Clockwork SoldierCreature 7

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 71
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 25 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +18; darkvision
Skills Athletics +17 (+19 to Disarm or Grapple)
Str +6, Dex +2, Con +4, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 22, standby
Items +1 halberd
AC 26; Fort +18, Ref +16, Will +14; +2 vs. Disarm
HP 100; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 5, orichalcum 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] halberd +19 [+14/+9] (magical, reach 10 feet, versatile S), Damage 1d10+2+10 piercingMelee [one-action] fist +18 [+14/+10] (agile), Damage 1d8+2+10 bludgeoning plus GrabActivate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.

B6. Treasure Room (Easier Difficulty)

Clockwork MageCreature 9

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 72
Recall Knowledge DC 28 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Speed 25 feet
Melee [one-action] fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoningArcane Innate Spells DC 28, attack +20; 5th howling blizzard, slither; 4th flicker, fly, wall of fire; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web (Player Core 2 255); 1st carryall, gentle landing, grease; Cantrips (5th) daze, detect magic, frostbite, shield, tangle vine
Energize Clockwork Wand (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.

B6. Treasure Room (Standard Difficulty)

Clockwork MageCreature 9

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 72
Recall Knowledge DC 28 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Speed 25 feet
Melee [one-action] fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoningArcane Innate Spells DC 28, attack +20; 5th howling blizzard, slither; 4th flicker, fly, wall of fire; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web (Player Core 2 255); 1st carryall, gentle landing, grease; Cantrips (5th) daze, detect magic, frostbite, shield, tangle vine
Energize Clockwork Wand (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.

Weak Clockwork Soldier (2)Creature 5

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 71
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 22 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +14; darkvision
Skills Athletics +13 (+15 to Disarm or Grapple)
Str +6, Dex +2, Con +4, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 22, standby
Items +1 halberd
AC 22; Fort +14, Ref +12, Will +10; +2 vs. Disarm
HP 60; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 5, orichalcum 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] halberd +15 [+10/+5] (magical, reach 10 feet, versatile S), Damage 1d10-2+10 piercingMelee [one-action] fist +14 [+10/+6] (agile), Damage 1d8-2+10 bludgeoning plus GrabActivate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.

B6. Treasure Room (Harder Difficulty)

Clockwork MageCreature 9

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 72
Recall Knowledge DC 28 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +17; darkvision
Skills Acrobatics +17
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-Up 24 hours, DC 26, standby
Items clockwork wand
AC 27; Fort +17, Ref +19, Will +17
HP 115; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum 10
Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
Speed 25 feet
Melee [one-action] fist +19 [+15/+11] (agile, finesse), Damage 2d10+6 bludgeoningArcane Innate Spells DC 28, attack +20; 5th howling blizzard, slither; 4th flicker, fly, wall of fire; 3rd aqueous orb, haste, invisibility; 2nd mist, revealing light, web (Player Core 2 255); 1st carryall, gentle landing, grease; Cantrips (5th) daze, detect magic, frostbite, shield, tangle vine
Energize Clockwork Wand (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher.

Elite Clockwork Soldier (2)Creature 7

Uncommon Medium Clockwork Construct Mindless 
Source Monster Core 2 pg. 71
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 25 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +18; darkvision
Skills Athletics +17 (+19 to Disarm or Grapple)
Str +6, Dex +2, Con +4, Int -5, Wis +4, Cha -5
Wind-Up 24 hours, DC 22, standby
Items +1 halberd
AC 26; Fort +18, Ref +16, Will +14; +2 vs. Disarm
HP 100; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 5, orichalcum 5
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] halberd +19 [+14/+9] (magical, reach 10 feet, versatile S), Damage 1d10+2+10 piercingMelee [one-action] fist +18 [+14/+10] (agile), Damage 1d8+2+10 bludgeoning plus GrabActivate Defenses [one-action] One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.

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