Encounters for Starfinder Society Scenario #1-24: Final Gambit: Part One

A2. Nodocite Guards

Elite Weak Nodocite Blaster Creature 4

Recall Knowledge DC 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) 22 (includes +2 from Uncommon)
Construct (Arcana)
Construct (Crafting)
Robot (Computers)
Robot (Crafting)
Perception +10 (darkvision)
Skills Acrobatics +11, Athletics +9, Computers +9
Str +1 Dex +3 Con +3 Int +1 Wis +0 Cha +0
Networked Nodocite A nodocite can communicate wirelessly with other nodocites within 200 feet.

AC 20
Fort +13
Ref +11
Will +8
HP 72
Weaknesses electricity 5
Spinning Deflection [reaction] Trigger The nodocite blaster is the target of a physical attack they're aware of; Effect The nodocite blaster spins rapidly, becoming a blur of motion and gaining a +2 circumstance bonus to AC against the triggering attack.

Speed 20 feet (hover)
Melee [one-action] battering fist +10 , Damage 2d10+1 bludgeoning
Melee [one-action] lightning bolt +12 (range increment 60 feet), Damage 3d8 electricity
Lightning Spray [two-actions] The nodocite blaster sprays electric sparks in a 15-foot cone, dealing 3d6 electricity damage (DC 21 basic Reflex save).

A2. Nodocite Guards (Standard Difficulty)

Elite Weak Nodocite Blaster Creature 4

Recall Knowledge DC 20 (includes +2 from Uncommon) 21 (includes +2 from Uncommon) 22 (includes +2 from Uncommon)
Construct (Arcana)
Construct (Crafting)
Robot (Computers)
Robot (Crafting)
Perception +10 (darkvision)
Skills Acrobatics +11, Athletics +9, Computers +9
Str +1 Dex +3 Con +3 Int +1 Wis +0 Cha +0
Networked Nodocite A nodocite can communicate wirelessly with other nodocites within 200 feet.

AC 20
Fort +13
Ref +11
Will +8
HP 72
Weaknesses electricity 5
Spinning Deflection [reaction] Trigger The nodocite blaster is the target of a physical attack they're aware of; Effect The nodocite blaster spins rapidly, becoming a blur of motion and gaining a +2 circumstance bonus to AC against the triggering attack.

Speed 20 feet (hover)
Melee [one-action] battering fist +10 , Damage 2d10+1 bludgeoning
Melee [one-action] lightning bolt +12 (range increment 60 feet), Damage 3d8 electricity
Lightning Spray [two-actions] The nodocite blaster sprays electric sparks in a 15-foot cone, dealing 3d6 electricity damage (DC 21 basic Reflex save).

A4. Converted Quarters

Elite Weak Tade 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 +13 (/creatures/abilities/23-low-light-vision, scent (imprecise) 30 feet)
Languages Akitonian, Common, Trinary, Ysoki; Primacy
Skills Acrobatics +13, Athletics +10, Computers +12, Piloting +13, Society +12, Stealth +13, Thievery +13
Str +1 Dex +4 Con +2 Int +3 Wis +0 Cha +2
Networked Tade can communicate wirelessly with nodocites within 200 feet.

AC 22
Fort +11
Ref +15
Will +9
HP 70
Rapid Reconstruction [reaction] Trigger Tade is dealt damage; Effect Magic surges through Tade’s body, automatically reconstructing damaged flesh and muscle. Tade regains 5 Hit Points.

Speed 30 feet
Melee [one-action] shock pad +12 (agilefree-handpoweredtech), Damage 2d4+1 electricity
Ranged [one-action] shoulder-mounted cryo beam +15 (range increment 40 feettech), Damage 2d10 cold
Ranged [one-action] semi-auto pistol +15 (analogexpend 1mag 10range increment 60 feetreload 1), Damage 2d6 piercing
Ranged [one-action] laser rifle +15 (expend 2mag 20range increment 100 feetreload 1tech), Damage 2d8 fire
Mass Reload [one-action] Tade reloads up to two guns they're wielding.
Multi-Weapon Aim [one-action] (concentrate) Requirements Tade is wielding at least one ranged weapon that doesn't have the area trait; Effect Tade takes careful aim at a single creature they're aware of, designating it as their mark. Until the end of Tade's turn, their ranged Strikes against their mark using any ranged weapon deal an additional 2d4 precision damage and reduce the circumstance bonus to AC their mark gains from cover by 1. Tade can only have one mark at a time.
Relentless Fire [one-action] Tade just keeps coming with their pistol fire. They make two ranged Strikes, one with each of their two semi-auto pistols. These strikes must be against different targets.

Elite Weak Tade 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 +13 (/creatures/abilities/23-low-light-vision, scent (imprecise) 30 feet)
Languages Akitonian, Common, Trinary, Ysoki; Primacy
Skills Acrobatics +13, Athletics +10, Computers +12, Piloting +13, Society +12, Stealth +13, Thievery +13
Str +1 Dex +4 Con +2 Int +3 Wis +0 Cha +2
Networked Tade can communicate wirelessly with nodocites within 200 feet.

AC 22
Fort +11
Ref +15
Will +9
HP 70
Rapid Reconstruction [reaction] Trigger Tade is dealt damage; Effect Magic surges through Tade’s body, automatically reconstructing damaged flesh and muscle. Tade regains 5 Hit Points.

Speed 30 feet
Melee [one-action] shock pad +12 (agilefree-handpoweredtech), Damage 2d4+1 electricity
Ranged [one-action] shoulder-mounted cryo beam +15 (range increment 40 feettech), Damage 2d10 cold
Ranged [one-action] semi-auto pistol +15 (analogexpend 1mag 10range increment 60 feetreload 1), Damage 2d6 piercing
Ranged [one-action] laser rifle +15 (expend 2mag 20range increment 100 feetreload 1tech), Damage 2d8 fire
Mass Reload [one-action] Tade reloads up to two guns they're wielding.
Multi-Weapon Aim [one-action] (concentrate) Requirements Tade is wielding at least one ranged weapon that doesn't have the area trait; Effect Tade takes careful aim at a single creature they're aware of, designating it as their mark. Until the end of Tade's turn, their ranged Strikes against their mark using any ranged weapon deal an additional 2d4 precision damage and reduce the circumstance bonus to AC their mark gains from cover by 1. Tade can only have one mark at a time.
Relentless Fire [one-action] Tade just keeps coming with their pistol fire. They make two ranged Strikes, one with each of their two semi-auto pistols. These strikes must be against different targets.

A4. Converted Quarters (Standard Difficulty)

Elite Weak Tade 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 +13 (/creatures/abilities/23-low-light-vision, scent (imprecise) 30 feet)
Languages Akitonian, Common, Trinary, Ysoki; Primacy
Skills Acrobatics +13, Athletics +10, Computers +12, Piloting +13, Society +12, Stealth +13, Thievery +13
Str +1 Dex +4 Con +2 Int +3 Wis +0 Cha +2
Networked Tade can communicate wirelessly with nodocites within 200 feet.

AC 22
Fort +11
Ref +15
Will +9
HP 70
Rapid Reconstruction [reaction] Trigger Tade is dealt damage; Effect Magic surges through Tade’s body, automatically reconstructing damaged flesh and muscle. Tade regains 5 Hit Points.

Speed 30 feet
Melee [one-action] shock pad +12 (agilefree-handpoweredtech), Damage 2d4+1 electricity
Ranged [one-action] shoulder-mounted cryo beam +15 (range increment 40 feettech), Damage 2d10 cold
Ranged [one-action] semi-auto pistol +15 (analogexpend 1mag 10range increment 60 feetreload 1), Damage 2d6 piercing
Ranged [one-action] laser rifle +15 (expend 2mag 20range increment 100 feetreload 1tech), Damage 2d8 fire
Mass Reload [one-action] Tade reloads up to two guns they're wielding.
Multi-Weapon Aim [one-action] (concentrate) Requirements Tade is wielding at least one ranged weapon that doesn't have the area trait; Effect Tade takes careful aim at a single creature they're aware of, designating it as their mark. Until the end of Tade's turn, their ranged Strikes against their mark using any ranged weapon deal an additional 2d4 precision damage and reduce the circumstance bonus to AC their mark gains from cover by 1. Tade can only have one mark at a time.
Relentless Fire [one-action] Tade just keeps coming with their pistol fire. They make two ranged Strikes, one with each of their two semi-auto pistols. These strikes must be against different targets.

A4. Converted Quarters (Hard Difficulty)

Elite Weak Tade 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 +13 (/creatures/abilities/23-low-light-vision, scent (imprecise) 30 feet)
Languages Akitonian, Common, Trinary, Ysoki; Primacy
Skills Acrobatics +13, Athletics +10, Computers +12, Piloting +13, Society +12, Stealth +13, Thievery +13
Str +1 Dex +4 Con +2 Int +3 Wis +0 Cha +2
Networked Tade can communicate wirelessly with nodocites within 200 feet.

AC 22
Fort +11
Ref +15
Will +9
HP 70
Rapid Reconstruction [reaction] Trigger Tade is dealt damage; Effect Magic surges through Tade’s body, automatically reconstructing damaged flesh and muscle. Tade regains 5 Hit Points.

Speed 30 feet
Melee [one-action] shock pad +12 (agilefree-handpoweredtech), Damage 2d4+1 electricity
Ranged [one-action] shoulder-mounted cryo beam +15 (range increment 40 feettech), Damage 2d10 cold
Ranged [one-action] semi-auto pistol +15 (analogexpend 1mag 10range increment 60 feetreload 1), Damage 2d6 piercing
Ranged [one-action] laser rifle +15 (expend 2mag 20range increment 100 feetreload 1tech), Damage 2d8 fire
Mass Reload [one-action] Tade reloads up to two guns they're wielding.
Multi-Weapon Aim [one-action] (concentrate) Requirements Tade is wielding at least one ranged weapon that doesn't have the area trait; Effect Tade takes careful aim at a single creature they're aware of, designating it as their mark. Until the end of Tade's turn, their ranged Strikes against their mark using any ranged weapon deal an additional 2d4 precision damage and reduce the circumstance bonus to AC their mark gains from cover by 1. Tade can only have one mark at a time.
Relentless Fire [one-action] Tade just keeps coming with their pistol fire. They make two ranged Strikes, one with each of their two semi-auto pistols. These strikes must be against different targets.

B. Central Core

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.

B. Central Core (Easy Difficulty)

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.

B. Central Core (Standard Difficulty)

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.

B. Central Core (Hard Difficulty)

Elite Weak Gremmik Integrated Creature 7

Recall Knowledge DC 22 (add +10 if Unique applies) 23 (add +10 if Unique applies) 24 (add +10 if Unique applies)
Humanoid (Society)
Undead (Religion)
Perception +13 (/creatures/abilities/10-darkvision)
Languages Akitonian, Common, Necril, Trinary, Vesk, Ysoki; Primacy
Skills Acrobatics +15, Athletics +17, Computers +16, Crafting +13, Diplomacy +14, Engineering Lore +16, Intimidation +14, Occultism +16, Thievery +15
Str +4 Dex +2 Con +3 Int +3 Wis +0 Cha +1
Neural Integration Gremmik Integrated can communicate wirelessly with Elovai while within the Wreck of the Returned.

AC 22
Fort +18
Ref +13
Will +11
HP 140, void healing
Yoink! [reaction] Trigger Gremmik Integrated successfully Grabs or Grapples a creature; Effect Gremmik Integrated attempts an Athletics check to Reposition the triggering creature, using the same multiple attack penalty as the triggering Grab or Grapple. On a success, he gets a critical success instead.

Speed 30 feet, climb 30 feet
Melee [one-action] leg +17 (reach 10 feet), Damage 2d10+4 bludgeoning plus GrabGrab
Melee [one-action] hook +17 (agile), Damage 2d8+4 piercing
Ranged [one-action] mega arm gun +13 (analogrange increment 60 feet), Damage 3d8 piercing
Ranged [one-action] eye laser +13 (range increment 90 feettech), Damage 2d8 fire
Constrict Constrict [one-action] 2d10+4 bludgeoning, DC 25
Manifold Hold Gremmik Integrated can have up to 4 creatures grabbed at the same time, each with a different leg.
Too Many Legs! [three-actions] Gremmik Integrated makes a leg Strike against each enemy within reach, up to a maximum of eight targets. He takes a –2 circumstance penalty on these attacks, but his multiple attack penalty doesn't increase until after these attacks are complete. He can't Grab with any leg Strikes made this way.