[sblock=Monster Knowledge]
That would be Religion, for a total of 18.
The creature is a Chained Cambion, an "immortal humanoid (devil)". So not a demon at all, if that makes a difference to your tactics - the difference between demons and devils can be of vital importance, or it could be completely moot, depending on circumstance.
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Gil tosses off his spell too quickly, and the shadows dissipate instead of striking the demon. They settle into a churning mass around it.
The devil's chains writhe, and several of them begin to glow red hot. They rear up and punch down into the ground around its feet. Suddenly the chains erupt from the ground all around Gil, twining around him like a cage. Although the chains don't touch him, the very heat of them burns his flesh.
"YOU TRY TO HINDER ME? I HAVE ALREADY MADE MY CHAINS INTO MY SERVANTS! WHY SHOULD I PAY YOUR PITIFUL SHADOWS ANY ATTENTION AT ALL?" It turns contemptuously away from Gil and begins pushing easily through the shadows, which swirl around it. It extends a chain towards the ground and steps down from the ledge it is standing on. Only its head and shoulders are visible from the door now.
There is a grinding noise and the very rock in a shadowed corner near the door begins to move. A hunched, demonic figure made of black stone emerges from the cavern wall as if surfacing from a pool of water. Another appears across the cavern, emerging from a corner near a stairway.
The first gargoyle lopes across the ledge towards Gil. He struggles to face it but is too hampered by the chains to dodge, and it rakes him with its sharp obsidian claws. The second takes to the air on stunted wings and dives down at his unprotected back. But both creatures' claws are turned aside by the very chains that keep Gil caged. The gargoyles circle him, waiting for a chance to strike.
[sblock=Actions]
Artemis' Patron:
Standard: Grasping Chains, an area burst 1 centered on Gil: 27 vs Fort. Gil takes 4 fire damage and is slowed until Artemis' Patron's next turn.
Move: jump down to M13, where it has partial cover (-2 to hit it) from where you are.
Obsidian Gargoyle 1:
Emerges from the wall at N26
Standard: charge to J24 and attacks Gil at +1: 11 vs AC. Miss.
Obsidian Gargoyle 2:
Emerges from the wall at A17
Move: charges to H22 (with fly speed of 8) and attacks Gil at +3 due to charge and flanking: 13 vs AC. Miss. They both rolled 1!
[MENTION=82643]CaBaNa[/MENTION]: If you don't want to end up flanked, you can use Moonstride after either of those charges. If you decide you used it after Gargoyle 1's attack, Gargoyle 2 will charge next to wherever you end up (which would get rid of its -2 for flanking, making no difference to its attack). Let me know if you want to do this.
Farmer Bob:
Standard: Full defense
Ignore the Stealth roll - that was a mistake.
"No Description" is Gargoyle 1's attack.
Gargoyle 2's attack should be +12, since I forgot charge stacks with flanking.
Man, I wish invisiblecastle was up.
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[sblock=Unlocked Stats]
Farmer Bob: AC
1719, Fort
1315, Reflex
1113, Will
1113
Artemis' Patron: AC ??, Fort ??, Reflex ??, Will 21
Obsidian Gargoyle: AC ??, Fort ??, Reflex ??, Will ??
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[sblock=Status]
Artemis: 29/29 hp, 2/7 surges, bloodied, dazed (save ends), +2 to all defenses until start of next turn
Lilli: 21/22 hp, 2/7 surges
Gil: 20/26 hp, 1/7 surges, slowed until Artemis' Patron's next turn
Shale: 31/33 hp, 2/7 surges
Karma: 24/30 hp, 1/5 surges
Farmer Bob: 2/2 hp, 0/1 surges
Artemis' Patron: 0 damage taken
Obisidian Gargoyle 1: 0 damage taken
Obisidian Gargoyle 2: 0 damage taken
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External Map Link
[sblock=Map]
Farmer Bob is just off the map to the south.
The purple square is Grasping Shadows: Any creature that enters the area of the grasping shadows takes 5 psychic and is slowed until the end of Dante Mephisto Gilgamesh's next turn.
The white numbers on the floor are the height of each ledge. The door opens onto a ledge 15' above the lowest point of the floor (so 10' above the floor below it, which is itself 5' above the lowest point). The demon is currently covering a 10.
The rickety bridges are difficult terrain (including the one that's fallen). The two that are intact are held up by scaffolding reaching to the floor below, which can be climbed with a DC 15 Athletics check as a Move action.
The green patches of moss are difficult terrain. The pools of water are thigh deep (chest-deep on Lilli) so they are difficult terrain and, if anyone moves into a water-filled square, it takes a DC 10 Athletics or Acrobatics check to avoid falling prone due to the slippery moss at the bottom of the pool. (The demon is immune since the chains supporting it are so long, but it still counts as difficult terrain.)
The vortexes are explained in the Arcana block above.
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