Encounters for Starfinder Society Scenario #1-25: The Hollowed Shell
A. Spire Entry
Weak Robotic Tactical War Machine Creature 3
Robotic Tactical War Machine Creature 3
A. Spire Entry (Easier Difficulty)
Weak Robotic Tactical War Machine (2) Creature 3
A. Spire Entry (Standard Difficulty)
Weak Robotic Tactical War Machine (3) Creature 3
A. Spire Entry (Harder Difficulty)
Robotic Tactical War Machine (3) Creature 3
B3. Observation Lobe
The Caretaker Creature 4
Cybernetic Zombie Creature -1
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.
Elite Cybernetic Zombie Creature -1
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.
The Caretaker Creature 4
B3. Observation Lobe (Easier Difficulty)
The Caretaker Creature 4
Cybernetic Zombie (4) Creature -1
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.
B3. Observation Lobe (Standard Difficulty)
The Caretaker Creature 4
Elite Cybernetic Zombie (4) Creature -1
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.
B3. Observation Lobe (Harder Difficulty)
The Caretaker (2) Creature 4
Elite Cybernetic Zombie (5) Creature -1
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.