Assault on the Wound Subtier 6-7

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Assault on the Wound Subtier 6-7 These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This stat block document is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

TIEFLING GARRISON ARMY CE Large army of tieflings (rogue 3) hp 18; ACR 4 DV 16; OM +6 ranged Tactics false retreat, standard, withdraw Resources ranged weapons Special darkvision, sneak attack, spellcasting* (+2) Speed 2; Morale +2; Consumption 4 Current HP - 18 CULTIST ARMY 2 CULTIST ARMY 4 CULTIST ARMY 6 Engagement 1: Silvershore CULTIST ARMY 1 CULTIST ARMY 3 CULTIST ARMY 5 CULTIST ARMY 7

CULTIST ARMY 8 CULTIST ARMY 10 CULTIST ARMY 9

Engagement 2: The Wolfcrags CULTIST ARMY Tactics dirty fighters, standard, withdraw Speed 2; Morale +2; Consumption 2 DRETCH ARMY 2 CE Large army of dretches DV 17; OM +7 ranged Tactics relentless brutality, standard, withdraw Special darkvision, extraplanar (demon), spellcasting* (+3, poison) Speed 1; Morale +5; Consumption 2 DRETCH ARMY 4 CE Large army of dretches DV 17; OM +7 ranged Tactics relentless brutality, standard, withdraw Special darkvision, extraplanar (demon), spellcasting* (+3, poison) Speed 1; Morale +5; Consumption 2 RIFT DRAKE ARMY CE Small army of rift drakes hp 45; ACR 7 DV 17; OM +8 ranged Tactics relentless brutality, standard, taunt, withdraw Special bleed, breath weapon (acid), darkvision, flight, pounce*, scent, trip Speed 4; Morale +3; Consumption 3 Current HP - 45 DRETCH ARMY 1 CE Large army of dretches DV 17; OM +7 ranged Tactics relentless brutality, standard, withdraw Special darkvision, extraplanar (demon), spellcasting* (+3, poison) Speed 1; Morale +5; Consumption 2 DRETCH ARMY 3 CE Large army of dretches DV 17; OM +7 ranged Tactics relentless brutality, standard, withdraw Special darkvision, extraplanar (demon), spellcasting* (+3, poison) Speed 1; Morale +5; Consumption 2 HOWLER CAVALRY ARMY CE Large army of tieflings and howlers (antipaladin 2) hp 27; ACR 5 DV 17; OM +7 Tactics cavalry experts, standard, withdraw Resources mounts* Special bleed, channel negative energy, darkvision, smite good Speed 3; Morale +2; Consumption 4 Current HP - 27 SCHIR ARMY 1 CE Medium army of schirs DV 14; OM +6 Tactics standard, withdraw Resources improved weapons Special darkvision, extraplanar (demon), powerful charge* Speed 2; Morale +3; Consumption 3

SCHIR ARMY 2 CE Medium army of schirs DV 14; OM +6 Tactics standard, withdraw Resources improved weapons Special darkvision, extraplanar (demon), powerful charge* Speed 2; Morale +3; Consumption 3 SCHIR ARMY 4 CE Medium army of schirs DV 14; OM +6 Tactics standard, withdraw Resources improved weapons Special darkvision, extraplanar (demon), powerful charge* Speed 2; Morale +3; Consumption 3 STITCHED HORROR ARMY CE Medium army of stitched eidolons hp 38; ACR 7 DV 17; OM +7 Tactics relentless brutality, standard, withdraw Special construct, darkvision, fear, low-light vision, Speed 2; Morale +5; Consumption 3 Current HP - 38 SCHIR ARMY 3 CE Medium army of schirs DV 14; OM +6 Tactics standard, withdraw Resources improved weapons Special darkvision, extraplanar (demon), powerful charge* Speed 2; Morale +3; Consumption 3 SCHIR ARMY 5 CE Medium army of schirs DV 14; OM +6 Tactics standard, withdraw Resources improved weapons Special darkvision, extraplanar (demon), powerful charge* Speed 2; Morale +3; Consumption 3

A1. Cliff Top TIEFLING TROOP CR 5 CE Medium outsider (native, troop) Init +3; Senses darkvision 60 ft.; Perception +11 DEFENSE AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 51 [40] (6d10+18) Fort +5, Ref +8, Will +7 Defensive Abilities troop traits; Resist cold 5, electricity 5, fire 5 OFFENSE Speed 30 ft. Melee troop (2d6+4) Space 20 ft.; Reach 5 ft. Special Attacks burning wave (DC 16), crossbow volley (DC 16) Spell-Like Abilities (CL 6th; concentration +7) At will darkness (DC 13) TACTICS During Combat The troop attempts to keep the PCs away from the bunker entrance. They hold their position while keeping melee PCs in range of their troop attack and using their crossbow volley ability. They prefer to damage multiple foes rather than focus their volleys on a single threat unless that target deals at least 30 damage to the troop in one round. The tieflings use their burning wave ability to further hamper enemies movement. Morale The troop fights until reduced to 0 hp, at which point the survivors disperse and flee. STATISTICS Str 18, Dex 17, Con 16, Int 13, Wis 14, Cha 13 Base Atk +6; CMB +10; CMD 24 Feats Ability Focus (burning wave), Combat Reflexes, Dodge Skills Acrobatics +10, Bluff +3, Climb +11, Intimidate +5, Knowledge (religion) +5, Perception +11, Profession (soldier) +11, Stealth +12, Survival +9; Racial Modifiers +2 Bluff, +2 Stealth Languages Abyssal, Common, Infernal SPECIAL ABILITIES Burning Wave (Sp) Tiefling troops have spellcasters able to command fire. As a move action, a tiefling troop can create a wall of flames 10 feet high in six adjacent squares. These flames last until the start of the troop s next turn. All creatures in this area and those who enter the wall take 3d4+6 points of fire damage (Reflex DC 16 for half). The save DC is Charisma-based and includes the bonus from the troop s Ability Focus feat. Crossbow Volley (Ex) Tiefling troops can fire a volley of crossbow bolts as a standard action. This attack takes the form of up to four lines with a range of 80 feet. These lines can start from the corner of any square in the troop s space. All creatures in one of these lines areas of effect take 2d8+4 points of piercing damage (Reflex DC 16 for half). For each additional line of bolts that strikes a target, the damage increases by 1d8+2, and the save DC increases by 1. The save DC is Dexterity-based.

ELITE TIEFLING TROOP CR 7 CE Medium outsider (native, troop) Init +4; Senses darkvision 60 ft.; Perception +15 DEFENSE AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural) hp 85 (9d10+36) Fort +9, Ref +10, Will +11 Defensive Abilities troop traits; Resist cold 5, electricity 5, fire 5 OFFENSE Speed 30 ft. Melee troop (3d6+5) Space 20 ft.; Reach 5 ft. Special Attacks burning wave (DC 18), crossbow volley (DC 18) Spell-Like Abilities (CL 9th; concentration +11) At will darkness (DC 14) TACTICS During Combat The troop attempts to keep the PCs away from the bunker entrance. They hold their position while keeping melee PCs in range of their troop attack and using their crossbow volley ability. They prefer to damage multiple foes rather than focus their volleys on a single threat unless that target deals at least 45 damage to the troop in one round. The tieflings use their burning wave ability to further hamper enemies movement. Morale The troop fights until reduced to 0 hp, at which point the survivors disperse and flee. STATISTICS Str 20, Dex 19, Con 18, Int 15, Wis 16, Cha 15 Base Atk +9; CMB +14; CMD 29 Feats Ability Focus (burning wave), Combat Reflexes, Dodge, Great Fortitude, Iron Will Skills Acrobatics +16, Bluff +4, Climb +17, Intimidate +11, Knowledge (religion) +11, Perception +15, Profession (soldier) +15, Stealth +18, Survival +15; Racial Modifiers +2 Bluff, +2 Stealth Languages Abyssal, Common, Infernal, Hallit SPECIAL ABILITIES Burning Wave (Sp) Tiefling troops have spellcasters able to command fire. As a move action, a tiefling troop can create a wall of flames 10 feet high in six adjacent squares. These flames last until the start of the troop s next turn. All creatures in this area and those who enter the wall take 5d4+8 points of fire damage (Reflex DC 18 for half). The save DC is Charisma-based. Crossbow Volley (Ex) Tiefling troops fire a volley of crossbow bolts as a standard action. This attack takes the form of up to four lines with a range of 80 feet. These lines start from the corner of any square in the troop s space. All creatures in one of these lines areas of effect take 4d8+8 points of piercing damage (Reflex DC 18 for half). For each additional line of bolts that strikes a target, the damage increases by 1d8+2, and the save DC increases by 1. The save DC is Dexterity-based.

A4. The Mouth of Evil WARLORD BRAE-HAGEN CR 9 Male half-fiend human magus 8 CE Medium outsider (human, native) Init +2; Senses darkvision 60 ft.; Perception +9 DEFENSE AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, +1 natural) hp 87 (8d8+48) Fort +11, Ref +5, Will +8 DR 5/magicImmune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 20 OFFENSE Speed 20 ft., fly 40 ft. (good) Melee +1 flaming shortspear +13/+8 (1d6+6 plus 1d6 fire), claw +6 (1d4+2), bite +6 (1d6+2) or 2 claws +11 (1d4+5), bite +11 (1d6+5) or spell combat +1 flaming shortspear +11/+6 (1d6+6 plus 1d6 fire) plus spell Melee +1 flaming shortspear +11/+6 (1d6+10 plus 1d6 fire), claw +4 (1d4+4), bite +4 (1d6+4) or 2 claws +9 (1d4+9), bite +9 (1d6+9) or spell combat +1 flaming shortspear +9/+4 (1d6+10 plus 1d6 fire) plus spell Special Attacks smite good 1/day (+1 attack and AC, +8 damage), improved spell combat (-2 attack, +2 concentration), spellstrike Spell-Like Abilities (CL 8th; concentration +9) 3/day darkness, poison (DC 15) 1/day desecrate, unholy blight (DC 15) Magus Spells Prepared (CL 8th; concentration +12) 3rd force punch UM (DC 17), displacement, stinking cloud (DC 17) 2nd bull s strength, frigid touch UM (2), glitterdust (DC 16), mirror image 1st hydraulic push APG, shield, shocking grasp, true strike, vanish APG 0 (at will) acid splash, daze (DC 14), ghost sound (DC 14), mage hand, read magic TACTICS Before Combat If he is alerted by noise above or by someone triggering the trap in area A2, Brae-Hagen immediately pulls the lever to open the mouth. As the mouth of the bunker opens, he casts mirror image, displacement, bull s strength, and shield (in that order) on himself. If given additional time, he casts darkness on his spear. During Combat Brae-Hagen initially moves to engage heavy melee opponents, using his arcane pool for pool strike bonuses and to empower his frigid touch. Putting his back to the northern wall, Brae-Hagen uses a spellstrike force punch to try knock an enemy out of the bunker mouth. If he flies outside the mouth of the bunker, he uses glitterdust to blind his enemies and stinking cloud to disrupt them further before returning to the melee, either from the mouth or by breaking through the eyes in area A3. Morale When reduced below 50 hp, Brae-Hagen retreats outside the bunker, vowing, I shall break you at the gates of Jormurdun! Contrary to this, he flies out and casts vanish (PCs must succeed at a DC 20 Perception check to hear the verbal components over the throng of battle below). He prefers to wait for a PC to step to the edge of the bunker s mouth, at which point he casts hydraulic push to knock them into the canyon (see the Falling Into War sidebar). However, if no PC takes his bait, he takes an opportunity to heal before rejoining the combat and fighting to the death. STATISTICS Str 20, Dex 14, Con 18, Int 18, Wis 12, Cha 12 Base Atk +6; CMB +11; CMD 24

Feats Dodge, Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus (shortspear) Skills Acrobatics +7 (+3 when jumping), Diplomacy +9, Fly +3, Intimidate +12, Knowledge (nobility) +12, Perception +9, Profession (Soldier) +12, Spellcraft +15 Languages Abyssal, Common, Dwarven, Giant, Infernal SQ arcane pool (8 points, +2), knowledge pool, magus arcana (empowered magic, pool strike +3d6), medium armor proficiency, spell recall Combat Gear potion of cure moderate wounds (2); Other Gear +1 breastplate, +1 flaming shortspear, cloak of resistance +1

Brae-Hagen Cheat Sheet 3 rd level spells Displacement (illusion[glamer], VM, touch, 1rd./lvl, SRyes) 50% concealment Force Punch (evocation[force], VS, creature touched, SRyes) Touch deals 1d4/lvl force (max 10d4) and pushes the target back 5ft/2lvls. Distance is reduced by 5ft. per size category over Large. FORT negates movement. Stinking Cloud (conjuration(creation), VSM, 20ft. radius cloud, 20ft. high, 1rd/lvl) adjacent 20% concealment, more than that 50% concealment. FORT or be mauseated while in cloud and 1d4+1 rds after. People in cloud make a new save each round on your turn. 2 nd level spells Bull s Strength (transmutation, VSMDF, creature touched, 1min/lvl, SRyes) +4 STR enhancement Frigid Touch (evocation[cold], VS, creature touched, SRyes) Touch deals 4d6 cold and staggered for 1rd. Crit staggers for 1 minute. Glitterdust (conjuration, VSM, medium, 10ft. radius, 1rd/lvl) Creatures in area are outlined, no invis. WILL or be blinded; new save every round. Mirror Image (illusion(figment), VS, personal, 1min/lvl) 1d4+1/3lvls (max 8 total) images pop up in your space. Hits on you random between you and all your images. Miss by less than 5 pops an image. 1 st level spells Hydraulic Push (evocation[water], VS, close, one creature or object, SRyes) Make a bull rush with +lvl+highest mental stat Shield (abjuration[force], VS, personal, 1min/lvl) +4 force shield, blocks magic missiles Shocking Grasp (evocation[electricity], VS, creature touched, SRyes) 1d6/lvl (max 5d6) electricity. +3 if target is wearing metal armor or is carrying a metal weapon. True Strike (divination, VF, personal) Next attack gets a +20 insight bonus Vanish (illusion[glamer], VSM, creature touched, 1rd/lvl (max 5), SRyes) Become invisible until you attack Spell-Like Abilities Darkness (evocation[darkness], VMDF, object touched, 1min/lvl) object radiates darkness in a 20ft. radius. Light level drops one step, nonmagical sources of light are shut off. Desecrate (evocation[evil], VSMDF, close, 20ft. radius, 2hrs/lvl) undead w/in area get a +1 profane to att, dmg, saves. Undead created or summoned get +1hp/hd. Channel neg DC is increased by 3. Altar doubles these bonuses. Poison (necromancy, VSDF, living creature touched, SRyes) FORT or contract poison that deals 1d3CON per rd. for 6 rds. 1 save to cure. Unholy Blight (evocation [evil], VS, 20ft radius, medium, SRyes) 1d8 dmg/2lvls (max 5d8). Good WILL?half:full + sickened for 1d4 rds. Neutral WILL?quarter:half Other Abilities Arcane Pool Swift action, expend 1 point to give your weapon a +2 enhancement bonus for 1 minute. This stacks with the existing bonus. You can add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal by replacing that much + bonus. Empowered Magic One spell per day is cast as if it was empowered (150% damage). Pool Strike Standard action, expend 1 arcane point to gain a 2d6 touch attack (acid, cold, electricity, fire), can be used with spellstrike. Smite Good Gain +CHA to hit & AC, +HD to damage versus a good target. Spell Recall Swift action reprepare an expended spell by spending arcane points equal to the spell s level.