SKELETAL MYSTICS

Encounter-specific Details, Actions and Tactics

On their first turn of combat, the Skeletal Mystics will spend 2 actions on Magical Barrage, and their final action on Form Up or Form Phalanx. This is to ensure the Mystics cannot charge up to the party and bodyblock the entrance before the party has had a chance to enter the arena.

Give the following information to anyone unfamiliar with the rules for Troops in PF2e:
The rules for Troops are outlined in more detail on Archives of Nethys under Troop Defences and Troop Movement, but broadly speaking they are ways of representing hordes of lower level enemies. They have health "gates" at 2/3 and 1/3 health, where they lose so many members that the area they occupy shrinks. Single-target non-damaging effects usually cannot affect troops - successfully demoralizing one member of a troop of 30 doesn't affect the troop's fighting power, for example. Troops are usually vulnerable to area damage and splash damage, and all of their 2x2 segments must remain physically connected to one another.


Room Description/Flavor Text

The winding hallways and cavern walls give way to a large, magically illuminated chamber, only broken up by the mossy rocks dotted around the cavern. A series of skeletons in mystic robes - some purple, some green - lie in wait, their hands humming with arcane energy.


Recall Knowledge DCs

DC 27 Arcana, Religion
DC 25 Undead Lore

Statblock

Skeletal Mystics stats

Maps (GM and player versions)

The four 2x2 segments that make up the skeletal mystics start combat on the numbered tiles.

Skeletal Mystics map (GM version)
Skeletal Mystics map (player version)