Encounters for Starfinder Society Scenario #2-00: Moon Busters

A. Bumpy Landing (Levels 1-2)

Elite Weak Diatha Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 1-2; Easier)

Elite Weak Diatha (3) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 1-2; Harder)

Elite Weak Diatha (7) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 1-2; Standard)

Elite Weak Diatha (5) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

C. Drift Beacon (Levels 1-2)

Elite Weak Driftdead Returned Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

Elite Weak Driftdead Returned Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 1-2; Easier)

Elite Weak Driftdead Returned (2) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 1-2; Harder)

Elite Weak Driftdead Returned (3) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 1-2; Standard)

Elite Weak Driftdead Returned (3) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

D. Going Downtown (Levels 1-2)

Elite Weak Animated Firearm Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

Elite Weak Animated Firearm Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 1-2; Easier)

Elite Weak Animated Firearm (3) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 1-2; Harder)

Elite Weak Animated Firearm (3) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 1-2; Standard)

Elite Weak Animated Firearm (5) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

E. Warm Welcome (Wave 1) (Levels 1-2)

Weak Earth Scamp

Earth Scamp

E. Warm Welcome (Wave 1) (Levels 1-2; Easier)

E. Warm Welcome (Wave 1) (Levels 1-2; Harder)

Earth Scamp  (3)

E. Warm Welcome (Wave 1) (Levels 1-2; Standard)

E. Warm Welcome (Wave 2) (Levels 1-2)

Weak Living Boulder

Living Boulder

E. Warm Welcome (Wave 2) (Levels 1-2; Easier)

E. Warm Welcome (Wave 2) (Levels 1-2; Harder)

E. Warm Welcome (Wave 2) (Levels 1-2; Standard)

F. Petrified Forest (Levels 1-2)

Elite Weak Irradiated Undead Plant Creature 2

Recall Knowledge DC 15 16 18 •
Undead (Religion)
Perception +8; darkvision
Skills Athletics +8
Str +3 Dex +2 Con +3 Int -5 Wis +0 Cha +0

AC 17
Fort +8
Ref +8
Will +3
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to mild radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead plant is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the plant to explode and dealing 3d6 poison damage to all creatures in a 20-foot emanation with a DC 16 basic Reflex save.

Speed 10 feet
Melee [one-action] vine +11 (reach 10 feet), Damage 1d8+4 slashing plus seedpod
Ranged [one-action] seed +9 (range increment 40 feet), Damage 1d4+4 poison plus seedpod
Seedpod When a irradiated undead plant Strikes a creature, some of its contaminated seeds stick to the target. The irradiated undead plant gains the Sprout action. An affected creature can remove this seedpod as an Interact action.
Sprout [two-actions] (incapacitation) Requirements One or more creatures within 60 feet of the irradiated undead plant are currently host to at least one seedpod; Effect The irradiated undead plant pulses with energy, causing the seedpods to sprout vines. Creatures hosting a seedpod must attempt a DC 16 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d6 piercing damage.
FailureThe creature takes 2d6 piercing damage and is slowed 2 for 1 round.
Critical FailureThe creature takes 2d6 piercing damage, is slowed 2 for 1 round, and is immobilized until it Escapes (DC 16). Until it Escapes, the creature is a new source of the irradiated undead plant's radioactive remains aura with a 5-foot emanation.

Elite Weak Irradiated Undead Plant Creature 2

Recall Knowledge DC 15 16 18 •
Undead (Religion)
Perception +8; darkvision
Skills Athletics +8
Str +3 Dex +2 Con +3 Int -5 Wis +0 Cha +0

AC 17
Fort +8
Ref +8
Will +3
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to mild radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead plant is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the plant to explode and dealing 3d6 poison damage to all creatures in a 20-foot emanation with a DC 16 basic Reflex save.

Speed 10 feet
Melee [one-action] vine +11 (reach 10 feet), Damage 1d8+4 slashing plus seedpod
Ranged [one-action] seed +9 (range increment 40 feet), Damage 1d4+4 poison plus seedpod
Seedpod When a irradiated undead plant Strikes a creature, some of its contaminated seeds stick to the target. The irradiated undead plant gains the Sprout action. An affected creature can remove this seedpod as an Interact action.
Sprout [two-actions] (incapacitation) Requirements One or more creatures within 60 feet of the irradiated undead plant are currently host to at least one seedpod; Effect The irradiated undead plant pulses with energy, causing the seedpods to sprout vines. Creatures hosting a seedpod must attempt a DC 16 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d6 piercing damage.
FailureThe creature takes 2d6 piercing damage and is slowed 2 for 1 round.
Critical FailureThe creature takes 2d6 piercing damage, is slowed 2 for 1 round, and is immobilized until it Escapes (DC 16). Until it Escapes, the creature is a new source of the irradiated undead plant's radioactive remains aura with a 5-foot emanation.

F. Petrified Forest (Levels 1-2; Easier)

Elite Weak Irradiated Undead Plant (2) Creature 2

Recall Knowledge DC 15 16 18 •
Undead (Religion)
Perception +8; darkvision
Skills Athletics +8
Str +3 Dex +2 Con +3 Int -5 Wis +0 Cha +0

AC 17
Fort +8
Ref +8
Will +3
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to mild radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead plant is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the plant to explode and dealing 3d6 poison damage to all creatures in a 20-foot emanation with a DC 16 basic Reflex save.

Speed 10 feet
Melee [one-action] vine +11 (reach 10 feet), Damage 1d8+4 slashing plus seedpod
Ranged [one-action] seed +9 (range increment 40 feet), Damage 1d4+4 poison plus seedpod
Seedpod When a irradiated undead plant Strikes a creature, some of its contaminated seeds stick to the target. The irradiated undead plant gains the Sprout action. An affected creature can remove this seedpod as an Interact action.
Sprout [two-actions] (incapacitation) Requirements One or more creatures within 60 feet of the irradiated undead plant are currently host to at least one seedpod; Effect The irradiated undead plant pulses with energy, causing the seedpods to sprout vines. Creatures hosting a seedpod must attempt a DC 16 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d6 piercing damage.
FailureThe creature takes 2d6 piercing damage and is slowed 2 for 1 round.
Critical FailureThe creature takes 2d6 piercing damage, is slowed 2 for 1 round, and is immobilized until it Escapes (DC 16). Until it Escapes, the creature is a new source of the irradiated undead plant's radioactive remains aura with a 5-foot emanation.

F. Petrified Forest (Levels 1-2; Harder)

Elite Weak Irradiated Undead Plant (3) Creature 2

Recall Knowledge DC 15 16 18 •
Undead (Religion)
Perception +8; darkvision
Skills Athletics +8
Str +3 Dex +2 Con +3 Int -5 Wis +0 Cha +0

AC 17
Fort +8
Ref +8
Will +3
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to mild radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead plant is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the plant to explode and dealing 3d6 poison damage to all creatures in a 20-foot emanation with a DC 16 basic Reflex save.

Speed 10 feet
Melee [one-action] vine +11 (reach 10 feet), Damage 1d8+4 slashing plus seedpod
Ranged [one-action] seed +9 (range increment 40 feet), Damage 1d4+4 poison plus seedpod
Seedpod When a irradiated undead plant Strikes a creature, some of its contaminated seeds stick to the target. The irradiated undead plant gains the Sprout action. An affected creature can remove this seedpod as an Interact action.
Sprout [two-actions] (incapacitation) Requirements One or more creatures within 60 feet of the irradiated undead plant are currently host to at least one seedpod; Effect The irradiated undead plant pulses with energy, causing the seedpods to sprout vines. Creatures hosting a seedpod must attempt a DC 16 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d6 piercing damage.
FailureThe creature takes 2d6 piercing damage and is slowed 2 for 1 round.
Critical FailureThe creature takes 2d6 piercing damage, is slowed 2 for 1 round, and is immobilized until it Escapes (DC 16). Until it Escapes, the creature is a new source of the irradiated undead plant's radioactive remains aura with a 5-foot emanation.

F. Petrified Forest (Levels 1-2; Standard)

Elite Weak Irradiated Undead Plant (3) Creature 2

Recall Knowledge DC 15 16 18 •
Undead (Religion)
Perception +8; darkvision
Skills Athletics +8
Str +3 Dex +2 Con +3 Int -5 Wis +0 Cha +0

AC 17
Fort +8
Ref +8
Will +3
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to mild radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead plant is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the plant to explode and dealing 3d6 poison damage to all creatures in a 20-foot emanation with a DC 16 basic Reflex save.

Speed 10 feet
Melee [one-action] vine +11 (reach 10 feet), Damage 1d8+4 slashing plus seedpod
Ranged [one-action] seed +9 (range increment 40 feet), Damage 1d4+4 poison plus seedpod
Seedpod When a irradiated undead plant Strikes a creature, some of its contaminated seeds stick to the target. The irradiated undead plant gains the Sprout action. An affected creature can remove this seedpod as an Interact action.
Sprout [two-actions] (incapacitation) Requirements One or more creatures within 60 feet of the irradiated undead plant are currently host to at least one seedpod; Effect The irradiated undead plant pulses with energy, causing the seedpods to sprout vines. Creatures hosting a seedpod must attempt a DC 16 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d6 piercing damage.
FailureThe creature takes 2d6 piercing damage and is slowed 2 for 1 round.
Critical FailureThe creature takes 2d6 piercing damage, is slowed 2 for 1 round, and is immobilized until it Escapes (DC 16). Until it Escapes, the creature is a new source of the irradiated undead plant's radioactive remains aura with a 5-foot emanation.

G. Sudden Indigestion (Levels 1-2)

Elite Weak Livaruza Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

Elite Weak Livaruza Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 1-2; Easier)

Elite Weak Livaruza (2) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 1-2; Standard)

Elite Weak Livaruza (2) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 1-2; Harder)

Elite Weak Livaruza (3) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

Event 3: Wounds of the Heart (Levels 1-2)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Greenhorn Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Rootsworn Creature 3

Recall Knowledge DC 16 18 19 •
Humanoid (Society)
Perception +11
Languages Castrovelian, Common, Lashunta; telepathy 30 feet
Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +2

AC 16
Fort +5
Ref +9
Will +11
HP 35
Root Deflection [reaction] (primal) Trigger The rootsworn is standing on a solid surface and would be hit by a ranged Strike; Effect A mass of magical roots rapidly sprout from the ground and shield the Xenowarden rootsworn from harm. The Xenowarden rootsworn gains a +2 status bonus to their AC against the triggering Strike.

Speed 25 feet
Melee [one-action] baton +9 (analogfinessenonlethalparry), Damage 1d4 bludgeoning
Ranged [one-action] laser pistol +9 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Primal Spontaneous Spells DC 20, attack +12 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Root Network [one-action] to [two-actions] (primal) The Xenowarden rootsworn conjures magical roots to move their allies around the battlefield. They select one willing ally within 100 feet who's standing on a solid surface, or three willing allies if they spend 2 actions to perform Root Network. The roots move each target up to their Speed in a direction of their choice, then deposit them safely on a solid surface.

Elite Weak Xenowarden Rootsworn Creature 3

Recall Knowledge DC 16 18 19 •
Humanoid (Society)
Perception +11
Languages Castrovelian, Common, Lashunta; telepathy 30 feet
Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +2

AC 16
Fort +5
Ref +9
Will +11
HP 35
Root Deflection [reaction] (primal) Trigger The rootsworn is standing on a solid surface and would be hit by a ranged Strike; Effect A mass of magical roots rapidly sprout from the ground and shield the Xenowarden rootsworn from harm. The Xenowarden rootsworn gains a +2 status bonus to their AC against the triggering Strike.

Speed 25 feet
Melee [one-action] baton +9 (analogfinessenonlethalparry), Damage 1d4 bludgeoning
Ranged [one-action] laser pistol +9 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Primal Spontaneous Spells DC 20, attack +12 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Root Network [one-action] to [two-actions] (primal) The Xenowarden rootsworn conjures magical roots to move their allies around the battlefield. They select one willing ally within 100 feet who's standing on a solid surface, or three willing allies if they spend 2 actions to perform Root Network. The roots move each target up to their Speed in a direction of their choice, then deposit them safely on a solid surface.

Event 3: Wounds of the Heart (Levels 1-2; Easier)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Greenhorn (2) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Event 3: Wounds of the Heart (Levels 1-2; Harder)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Rootsworn Creature 3

Recall Knowledge DC 16 18 19 •
Humanoid (Society)
Perception +11
Languages Castrovelian, Common, Lashunta; telepathy 30 feet
Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +2

AC 16
Fort +5
Ref +9
Will +11
HP 35
Root Deflection [reaction] (primal) Trigger The rootsworn is standing on a solid surface and would be hit by a ranged Strike; Effect A mass of magical roots rapidly sprout from the ground and shield the Xenowarden rootsworn from harm. The Xenowarden rootsworn gains a +2 status bonus to their AC against the triggering Strike.

Speed 25 feet
Melee [one-action] baton +9 (analogfinessenonlethalparry), Damage 1d4 bludgeoning
Ranged [one-action] laser pistol +9 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Primal Spontaneous Spells DC 20, attack +12 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Root Network [one-action] to [two-actions] (primal) The Xenowarden rootsworn conjures magical roots to move their allies around the battlefield. They select one willing ally within 100 feet who's standing on a solid surface, or three willing allies if they spend 2 actions to perform Root Network. The roots move each target up to their Speed in a direction of their choice, then deposit them safely on a solid surface.

Elite Weak Xenowarden Greenhorn (3) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Event 3: Wounds of the Heart (Levels 1-2; Standard)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Rootsworn Creature 3

Recall Knowledge DC 16 18 19 •
Humanoid (Society)
Perception +11
Languages Castrovelian, Common, Lashunta; telepathy 30 feet
Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +2

AC 16
Fort +5
Ref +9
Will +11
HP 35
Root Deflection [reaction] (primal) Trigger The rootsworn is standing on a solid surface and would be hit by a ranged Strike; Effect A mass of magical roots rapidly sprout from the ground and shield the Xenowarden rootsworn from harm. The Xenowarden rootsworn gains a +2 status bonus to their AC against the triggering Strike.

Speed 25 feet
Melee [one-action] baton +9 (analogfinessenonlethalparry), Damage 1d4 bludgeoning
Ranged [one-action] laser pistol +9 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Primal Spontaneous Spells DC 20, attack +12 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Root Network [one-action] to [two-actions] (primal) The Xenowarden rootsworn conjures magical roots to move their allies around the battlefield. They select one willing ally within 100 feet who's standing on a solid surface, or three willing allies if they spend 2 actions to perform Root Network. The roots move each target up to their Speed in a direction of their choice, then deposit them safely on a solid surface.

Elite Weak Xenowarden Greenhorn (2) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

A. Bumpy Landing (Levels 3-4)

Elite Weak Diatha Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 3-4; Easier)

Elite Weak Diatha (3) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 3-4; Harder)

Elite Weak Diatha (7) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

A. Bumpy Landing (Levels 3-4; Standard)

Elite Weak Diatha (5) Creature -1

Recall Knowledge DC 12 13 15 •
Animal (Nature)
Perception +4; low-light vision
Skills Acrobatics +4, Athletics +3
Str +1 Dex +2 Con +3 Int -5 Wis +0 Cha -3

AC 14
Fort +8
Ref +5
Will +2
HP 10
Immunities disease, mental, poison
Hydrocarbon Slick (fire) If a diatha dies before it can detonate, its body rapidly decomposes into a slick of highly volatile hydrocarbons. Any effect that deals acid, electricity, or fire damage in an area that includes the square where the diatha died, or targets a creature in that square, causes a small explosion and consumes the slick. All creatures in the square and in a 5-foot emanation take 1d6 fire damage (DC 16 basic Reflex save). The slick evaporates after 10 minutes if it isn't ignited.
Detonate [reaction] (fire) Trigger The diatha takes acid, electricity, fire, piercing, slashing, or sonic damage; Requirements The diatha has 5 or fewer Hit Points; Effect The diatha dies, its body combusting in a flash of flame. All creatures in a 5-foot-radius emanation take 1d6 fire damage (DC 16 basic Reflex save).

Speed 25 feet, burrow 10 feet
Melee [one-action] bite +6 (agilefinesse), Damage 1d4+1 piercing plus 1 fire
Explosive Charge [two-actions] Requirements The diatha has 5 or fewer Hit Points; Effect The diatha Strides twice and makes a melee Strike at the end of that movement. After the Strike, the diatha uses Detonate.

C. Drift Beacon (Levels 3-4)

Elite Weak Driftdead Returned Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 3-4; Easier)

Elite Weak Driftdead Returned (2) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 3-4; Harder)

Elite Weak Driftdead Returned (4) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

C. Drift Beacon (Levels 3-4; Standard)

Elite Weak Driftdead Returned (3) Creature 2

Recall Knowledge DC 15 16 18 •
Spirit (Occultism)
Undead (Religion)
Perception +7; darkvision 60 feet, lifesense 60 feet
Languages Common
Skills Acrobatics +8, Stealth +8
Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha -1

AC 16
Fort +3
Ref +8
Will +5

Speed 25 feet, fly 40 feet
Melee [one-action] claw +9 (agilefinessereach 10 feet), Damage 1d10+2 slashing
Ranged [one-action] Drift rip +9 (range increment 60 feetvoid), Damage 1d8+2 void
Drift Ambush [one-action] (teleportation) Frequency once per round; Effect The driftdead teleports up to its Speed. If it's in the Drift, the distance a driftdead can teleport is doubled.

D. Going Downtown (Levels 3-4)

Elite Weak Animated Tech Armor Creature 4

Recall Knowledge DC 18 19 20 •
Construct (Arcana)
Construct (Crafting)
Perception +10; darkvision
Skills Acrobatics +12
Str +4 Dex +1 Con +4 Int -5 Wis +3 Cha +0

AC 21
Fort +14
Ref +8
Will +6
Unreliable Tech Once an animated tech armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).

Speed 20 feet
Melee [one-action] body check +14 (magical), Damage 2d8+4 bludgeoning
Jetpack Tackle [two-actions] Using a built-in thruster pack, the animated armor Strides and then attempts a Shove, moving with the target on a success or critical success. After resolving the Shove, the animated tech armor attempts to Trip the target using the same multiple attack penalty as the Shove. The animated armor then falls prone.

Elite Weak Animated Firearm Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

Elite Weak Animated Tech Armor Creature 4

Recall Knowledge DC 18 19 20 •
Construct (Arcana)
Construct (Crafting)
Perception +10; darkvision
Skills Acrobatics +12
Str +4 Dex +1 Con +4 Int -5 Wis +3 Cha +0

AC 21
Fort +14
Ref +8
Will +6
Unreliable Tech Once an animated tech armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).

Speed 20 feet
Melee [one-action] body check +14 (magical), Damage 2d8+4 bludgeoning
Jetpack Tackle [two-actions] Using a built-in thruster pack, the animated armor Strides and then attempts a Shove, moving with the target on a success or critical success. After resolving the Shove, the animated tech armor attempts to Trip the target using the same multiple attack penalty as the Shove. The animated armor then falls prone.

Elite Weak Animated Firearm Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 3-4; Easier)

Elite Weak Animated Tech Armor Creature 4

Recall Knowledge DC 18 19 20 •
Construct (Arcana)
Construct (Crafting)
Perception +10; darkvision
Skills Acrobatics +12
Str +4 Dex +1 Con +4 Int -5 Wis +3 Cha +0

AC 21
Fort +14
Ref +8
Will +6
Unreliable Tech Once an animated tech armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).

Speed 20 feet
Melee [one-action] body check +14 (magical), Damage 2d8+4 bludgeoning
Jetpack Tackle [two-actions] Using a built-in thruster pack, the animated armor Strides and then attempts a Shove, moving with the target on a success or critical success. After resolving the Shove, the animated tech armor attempts to Trip the target using the same multiple attack penalty as the Shove. The animated armor then falls prone.

Elite Weak Animated Firearm (2) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 3-4; Harder)

Elite Weak Animated Tech Armor (2) Creature 4

Recall Knowledge DC 18 19 20 •
Construct (Arcana)
Construct (Crafting)
Perception +10; darkvision
Skills Acrobatics +12
Str +4 Dex +1 Con +4 Int -5 Wis +3 Cha +0

AC 21
Fort +14
Ref +8
Will +6
Unreliable Tech Once an animated tech armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).

Speed 20 feet
Melee [one-action] body check +14 (magical), Damage 2d8+4 bludgeoning
Jetpack Tackle [two-actions] Using a built-in thruster pack, the animated armor Strides and then attempts a Shove, moving with the target on a success or critical success. After resolving the Shove, the animated tech armor attempts to Trip the target using the same multiple attack penalty as the Shove. The animated armor then falls prone.

Elite Weak Animated Firearm (2) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

D. Going Downtown (Levels 3-4; Standard)

Elite Weak Animated Tech Armor (2) Creature 4

Recall Knowledge DC 18 19 20 •
Construct (Arcana)
Construct (Crafting)
Perception +10; darkvision
Skills Acrobatics +12
Str +4 Dex +1 Con +4 Int -5 Wis +3 Cha +0

AC 21
Fort +14
Ref +8
Will +6
Unreliable Tech Once an animated tech armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).

Speed 20 feet
Melee [one-action] body check +14 (magical), Damage 2d8+4 bludgeoning
Jetpack Tackle [two-actions] Using a built-in thruster pack, the animated armor Strides and then attempts a Shove, moving with the target on a success or critical success. After resolving the Shove, the animated tech armor attempts to Trip the target using the same multiple attack penalty as the Shove. The animated armor then falls prone.

Elite Weak Animated Firearm (2) Creature 1

Recall Knowledge DC 13 15 16 •
Construct (Arcana)
Construct (Crafting)
Perception +7; darkvision
Skills Acrobatics +6, Stealth +8
Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0

AC 16
Fort +5
Ref +7
Will +6
HP 15
Hardness 2
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void
Unreliable Tech Once an animated firearm is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, it becomes permanently glitching 1 until its Hit Points are fully restored (such as by being Repaired).
Weapon Mode In the hands of its creator, an animated firearm is a commercial laser pistol. The creator can Interact to release the firearm into an adjacent space to act on its own, or to retrieve it from an adjacent space and use it as a weapon.

Speed 5 feet (hover), fly 20 feet
Ranged [one-action] laser pistol +9 (magicalrange increment 40 feet), Damage 1d6 fire plus 1 persistent fire damage
Ranged [one-action] stun gun +9 (magicalnonlethalrange increment 30 feet), Damage 1d6 electricity plus stun
Stun A creature that takes damage from the animated firearm's stun gun must succeed at a DC 15 Fortitude save or become stunned 1 (stunned 2 on a critical failure). On a critical hit, the target creature uses the outcome one degree of success worse than the result of its roll. On a success, the target is immune to stun for 1 minute.

E. Warm Welcome (Wave 1) (Levels 3-4)

Living Boulder

E. Warm Welcome (Wave 1) (Levels 3-4; Easier)

E. Warm Welcome (Wave 1) (Levels 3-4; Harder)

E. Warm Welcome (Wave 1) (Levels 3-4; Standard)

E. Warm Welcome (Wave 2) (Levels 3-4)

Sod Hound

E. Warm Welcome (Wave 2) (Levels 3-4; Easier)

Sod Hound  (2)

E. Warm Welcome (Wave 2) (Levels 3-4; Harder)

Sod Hound  (3)

E. Warm Welcome (Wave 2) (Levels 3-4; Standard)

Sod Hound  (4)

F. Petrified Forest (Levels 3-4)

Elite Weak Irradiated Undead Flyer Creature 4

Recall Knowledge DC 18 19 20 •
Undead (Religion)
Perception +14; darkvision
Skills Acrobatics +15
Str +1 Dex +5 Con +2 Int -5 Wis +3 Cha +0

AC 20
Fort +9
Ref +14
Will +9
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to severe radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead flyer is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the flyer to explode and dealing 5d6 poison damage to all creatures in a 20-foot emanation with a DC 19 basic Reflex save.

Speed 5 feet, fly 30 feet
Melee [one-action] wing slash +13 (agilefinesse), Damage 2d8+3 slashing
Strafing Snap [three-actions] (attackmovetraversal) The irradiated undead flyer Strides twice up to its Speed in a straight line, making a single wing slash Strike against all creatures whose spaces it flies adjacent to. All creatures damaged by the Strafing Snap are considered to be within the flyer's aura at the start of their next turn. The flyer can't use Strafing Snap again for 1d4 rounds.
Wing Spasm [two-actions] (manipulatevoid) Frequency once per minute; Effect The irradiated undead flyer channels energy into its wings, forcing all creatures in a 10-foot emanation to attempt a DC 19 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d8 void damage.
FailureThe creature takes 2d8 void damage and is pushed back 5 feet.
Critical FailureThe creature takes 4d8 void damage and is pushed back 10 feet.

Elite Weak Irradiated Undead Flyer Creature 4

Recall Knowledge DC 18 19 20 •
Undead (Religion)
Perception +14; darkvision
Skills Acrobatics +15
Str +1 Dex +5 Con +2 Int -5 Wis +3 Cha +0

AC 20
Fort +9
Ref +14
Will +9
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to severe radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead flyer is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the flyer to explode and dealing 5d6 poison damage to all creatures in a 20-foot emanation with a DC 19 basic Reflex save.

Speed 5 feet, fly 30 feet
Melee [one-action] wing slash +13 (agilefinesse), Damage 2d8+3 slashing
Strafing Snap [three-actions] (attackmovetraversal) The irradiated undead flyer Strides twice up to its Speed in a straight line, making a single wing slash Strike against all creatures whose spaces it flies adjacent to. All creatures damaged by the Strafing Snap are considered to be within the flyer's aura at the start of their next turn. The flyer can't use Strafing Snap again for 1d4 rounds.
Wing Spasm [two-actions] (manipulatevoid) Frequency once per minute; Effect The irradiated undead flyer channels energy into its wings, forcing all creatures in a 10-foot emanation to attempt a DC 19 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d8 void damage.
FailureThe creature takes 2d8 void damage and is pushed back 5 feet.
Critical FailureThe creature takes 4d8 void damage and is pushed back 10 feet.

F. Petrified Forest (Levels 3-4; Easier)

Elite Weak Irradiated Undead Flyer (2) Creature 4

Recall Knowledge DC 18 19 20 •
Undead (Religion)
Perception +14; darkvision
Skills Acrobatics +15
Str +1 Dex +5 Con +2 Int -5 Wis +3 Cha +0

AC 20
Fort +9
Ref +14
Will +9
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to severe radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead flyer is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the flyer to explode and dealing 5d6 poison damage to all creatures in a 20-foot emanation with a DC 19 basic Reflex save.

Speed 5 feet, fly 30 feet
Melee [one-action] wing slash +13 (agilefinesse), Damage 2d8+3 slashing
Strafing Snap [three-actions] (attackmovetraversal) The irradiated undead flyer Strides twice up to its Speed in a straight line, making a single wing slash Strike against all creatures whose spaces it flies adjacent to. All creatures damaged by the Strafing Snap are considered to be within the flyer's aura at the start of their next turn. The flyer can't use Strafing Snap again for 1d4 rounds.
Wing Spasm [two-actions] (manipulatevoid) Frequency once per minute; Effect The irradiated undead flyer channels energy into its wings, forcing all creatures in a 10-foot emanation to attempt a DC 19 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d8 void damage.
FailureThe creature takes 2d8 void damage and is pushed back 5 feet.
Critical FailureThe creature takes 4d8 void damage and is pushed back 10 feet.

F. Petrified Forest (Levels 3-4; Harder)

Elite Weak Irradiated Undead Flyer (3) Creature 4

Recall Knowledge DC 18 19 20 •
Undead (Religion)
Perception +14; darkvision
Skills Acrobatics +15
Str +1 Dex +5 Con +2 Int -5 Wis +3 Cha +0

AC 20
Fort +9
Ref +14
Will +9
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to severe radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead flyer is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the flyer to explode and dealing 5d6 poison damage to all creatures in a 20-foot emanation with a DC 19 basic Reflex save.

Speed 5 feet, fly 30 feet
Melee [one-action] wing slash +13 (agilefinesse), Damage 2d8+3 slashing
Strafing Snap [three-actions] (attackmovetraversal) The irradiated undead flyer Strides twice up to its Speed in a straight line, making a single wing slash Strike against all creatures whose spaces it flies adjacent to. All creatures damaged by the Strafing Snap are considered to be within the flyer's aura at the start of their next turn. The flyer can't use Strafing Snap again for 1d4 rounds.
Wing Spasm [two-actions] (manipulatevoid) Frequency once per minute; Effect The irradiated undead flyer channels energy into its wings, forcing all creatures in a 10-foot emanation to attempt a DC 19 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d8 void damage.
FailureThe creature takes 2d8 void damage and is pushed back 5 feet.
Critical FailureThe creature takes 4d8 void damage and is pushed back 10 feet.

F. Petrified Forest (Levels 3-4; Standard)

Elite Weak Irradiated Undead Flyer (3) Creature 4

Recall Knowledge DC 18 19 20 •
Undead (Religion)
Perception +14; darkvision
Skills Acrobatics +15
Str +1 Dex +5 Con +2 Int -5 Wis +3 Cha +0

AC 20
Fort +9
Ref +14
Will +9
Radioactive Remains (aura, radiation) 20 feet. A creature entering or starting its turn inside the aura is exposed to severe radiation.
Meltdown [reaction] (poison, radiation) Trigger The irradiated undead flyer is reduced to 0 Hit Points by energy damage of any kind; Effect The energy acts as a catalyst for a nuclear reaction, causing the flyer to explode and dealing 5d6 poison damage to all creatures in a 20-foot emanation with a DC 19 basic Reflex save.

Speed 5 feet, fly 30 feet
Melee [one-action] wing slash +13 (agilefinesse), Damage 2d8+3 slashing
Strafing Snap [three-actions] (attackmovetraversal) The irradiated undead flyer Strides twice up to its Speed in a straight line, making a single wing slash Strike against all creatures whose spaces it flies adjacent to. All creatures damaged by the Strafing Snap are considered to be within the flyer's aura at the start of their next turn. The flyer can't use Strafing Snap again for 1d4 rounds.
Wing Spasm [two-actions] (manipulatevoid) Frequency once per minute; Effect The irradiated undead flyer channels energy into its wings, forcing all creatures in a 10-foot emanation to attempt a DC 19 Fortitude save.
Critical SuccessNo effect.
SuccessThe creature takes 1d8 void damage.
FailureThe creature takes 2d8 void damage and is pushed back 5 feet.
Critical FailureThe creature takes 4d8 void damage and is pushed back 10 feet.

G. Sudden Indigestion (Levels 3-4)

Elite Weak Livaruza Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 3-4; Easier)

Elite Weak Livaruza Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 3-4; Harder)

Elite Weak Livaruza (3) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

G. Sudden Indigestion (Levels 3-4; Standard)

Elite Weak Livaruza (2) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Fiend (Religion)
Perception +7; darkvision
Languages Chthonian; telepathy 100 feet
Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha -3

AC 17
Fort +11
Ref +5
Will +7
HP 44
Immunities acid
Antacid Reflux A livaruza's sole purpose is to digest non-fiends, and they are disgusted by technology that heals injuries. When a creature it can see heals from damage through the use of any piece of equipment, such as a medkit, medpatch, or spell chip, the demon takes 1d8 mental damage. The livaruza can take this damage only once per round.
Hypopen Vulnerability A creature can attack a livaruza using a hypopen as though it were a commercial knife. On a successful Strike, the livaruza must succeed at a Fortitude save against the attacker's class DC or else increase its sickened condition by 1 (by 2 on a critical failure). This stacks to a maximum value of sickened 3.
Caustic Spittle [reaction] Trigger The livaruza takes damage from a melee Strike or is successfully grabbed, shoved, or tripped; Effect All of the pustules making up the livaruza's body squirt out acid in a 5-foot emanation, dealing 2d6 acid damage to creatures in the area (DC 16 basic Reflex save).

Speed 25 feet, swim 25 feet
Melee [one-action] tongue slather +11 (finessemagicalreach 10 feetunholy), Damage 1d10+2 acid plus 1 persistent acid
Ranged [one-action] acidic sputum +11 (magicalrange increment 60 feetunholy), Damage 1d8 acid plus 1 persistent acid
Rituals DC 16 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st
Catalytic Triad [two-actions] The digestion demon makes an acidic sputum Strike at up to three different targets, all of whom must be within the same 30-foot cone. All three of these Strikes count towards its multiple attack penalty normally.

Event 3: Wounds of the Heart (Levels 3-4)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.

Elite Weak Xenowarden Greenhorn Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.

Event 3: Wounds of the Heart (Levels 3-4; Easier)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.

Elite Weak Xenowarden Greenhorn (2) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Event 3: Wounds of the Heart (Levels 3-4; Harder)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.

Elite Weak Xenowarden Greenhorn (4) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Event 3: Wounds of the Heart (Levels 3-4; Standard)

Elite Weak Heart Elemental Creature 3

Recall Knowledge DC 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) •
Elemental (Arcana)
Elemental (Nature)
Perception +11; darkvision, tremorsense 100 feet
Languages Chthonian, Petran, Pyric; (can’t speak any language)
Skills Acrobatics +9, Athletics +11
Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0

AC 18
Fort +12
Ref +7
Will +9
HP 60
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 5, holy 5
Pyroclastic Flowback [reaction] Trigger The heart elemental takes damage while in contact with the fiery surface of Garako's heart; Effect The elemental reflexively calls up heat from the heart to deflect some of the damage. The heart elemental gains resistance 5 against the triggering damage.

Speed 25 feet, burrow 25 feet, climb 25 feet
Melee [one-action] heart spike +12 (magicalreach 20 feetunwieldy), Damage 1d10+6 piercing
Melee [one-action] shard arm +12 (agilereach 10 feet), Damage 1d6+6 slashing
Ranged [one-action] fiery beam +10 (magicalrange increment 60 feet), Damage 2d4+2 fire
Heart Rend [two-actions] (magicalteleportation) Requirements The heart elemental is in contact with the fiery surface of Garako's heart; Effect The heart elemental teleports up to 60 feet, so long as its destination is also in contact with the fiery surface of Garako's heart. Then it makes a heart spike Strike against a creature within reach.
Heart's Bomb [two-actions] (attackmagical) The heart elemental launches a ball of lava from its chest, dealing 2d8 fire damage in a 10-foot burst within 90 feet (DC 20 basic Reflex save).

Elite Weak Xenowarden Greenhorn (2) Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

Elite Weak Dajagal Creature 5

Recall Knowledge DC 19 (add +10 if Unique applies) 20 (add +10 if Unique applies) 22 (add +10 if Unique applies) •
Humanoid (Society)
Perception +15; darkvision
Languages Common, Draconic, Petran, Pyric, Triaxian
Skills Acrobatics +11, Athletics +11, Intimidation +10, Nature +13, Piloting +11, Survival +13
Str +2 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 19
Fort +9
Ref +11
Will +15
HP 75
Resistances fire 8
Garako's Protection [free-action] Frequency once per day; Trigger Dajagal fails a saving throw; Effect Dajagal draws on their mystical connection with Garako to shield themself from harm. They reroll the triggering saving throw and use the new result.
Lovelorn Sacrifice [reaction] Frequency once per day; Trigger The heart elemental would be reduced to 0 Hit Points; Effect Dajagal transfers half of their current Hit Points to the heart elemental, then gains the drained 1 condition.

Speed 20 feet, fly 20 feet
Melee [one-action] claw +11 (agilefinesseunarmed), Damage 2d6+4 slashing
Melee [one-action] tail +11 (reach 10 feetsweeptripunarmed), Damage 2d8+4 bludgeoning
Ranged [one-action] laser pistol +12 (expend 2mag 40range increment 40 feetreload 1tech), Damage 2d6 fire
Primal Spontaneous Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd (3 slots) 2nd (4 slots) 1st (4 slots) Cantrips (3rd)
Fiery Vitality [one-action] (concentratehealingmystic) Dajagal transfers up to 20 Hit Points (minimum 1) from their vitality network to themself, another Xenowarden, or the heart elemental. This target must be within 60 feet. When they do, the target's next successful Strike before the end of their next turn deals an additional 1d6 fire damage.
Vitality Network Dajagal has a vitality network with a starting and maximum capacity of 26 Hit Points. At the start of each of their turns in combat, their vitality network regains 4 Hit Points. When they Refocus, their vitality network regains all its Hit Points.