Encounters for Starfinder Society Scenario #1-26: Final Gambit: Part Two

A1. Exterior Scaffolding

Elite Weak Cerebinite Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
Perception +9 (thoughtsense 200 feet (precise), no vision)
Skills Athletics +14, Stealth +13
Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5
Thoughtsense A cerebinite can sense nearby non-mindless creatures by their thoughts as a precise sense at the listed range.

AC 21
Fort +13
Ref +9
Will +9
HP 75
Immunities acid, bleed, critical hits, precision, unconscious, visual
Resistances slashing 5, piercing 5
Weaknesses bludgeoning 5, mental 5, sonic 5
Mind-Shattering Demise (mental) When the cerebinite dies, it explodes in a blast fueled by the memories stored in its crystalline body, affecting all creatures in a 30-foot emanation. Each creature in the area (including other cerebinites) must succeed at a DC 22 Will save or take 2d8 mental damage and become stunned 1 (or double damage and stunned 2 on a critical failure).
Crystalline Ambush [reaction] Trigger A non-mindless creature enters a space adjacent to a cerebinite; Requirements Initiative hasn't yet been rolled; Effect The cerebinite automatically notices the creature, makes a crystalline growth Strike against one creature adjacent to itself, then rolls initiative.

Speed 10 feet, climb 10 feet
Melee [one-action] crystalline growth +15 (agile), Damage 1d8+5 bludgeoning plus 1d6 mental and Grab
Ranged [one-action] cerebinium spike +13 (propulsiverange increment 30 feet), Damage 1d6+5 piercing plus 1d6 mental
Area Fire [two-actions] blast of cerebinium shards (15-foot conemental), Damage 1d6 piercing plus 2d6 mental (DC 22 basic Reflex save; creatures that take mental damage are also slowed 1 for 1 round on a critical failure)
Constrict [one-action] 1d8 bludgeoning plus 1d6 mental, DC 22

A1. Exterior Scaffolding (Easier Difficulty)

Elite Weak Cerebinite (2) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
Perception +9 (thoughtsense 200 feet (precise), no vision)
Skills Athletics +14, Stealth +13
Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5
Thoughtsense A cerebinite can sense nearby non-mindless creatures by their thoughts as a precise sense at the listed range.

AC 21
Fort +13
Ref +9
Will +9
HP 75
Immunities acid, bleed, critical hits, precision, unconscious, visual
Resistances slashing 5, piercing 5
Weaknesses bludgeoning 5, mental 5, sonic 5
Mind-Shattering Demise (mental) When the cerebinite dies, it explodes in a blast fueled by the memories stored in its crystalline body, affecting all creatures in a 30-foot emanation. Each creature in the area (including other cerebinites) must succeed at a DC 22 Will save or take 2d8 mental damage and become stunned 1 (or double damage and stunned 2 on a critical failure).
Crystalline Ambush [reaction] Trigger A non-mindless creature enters a space adjacent to a cerebinite; Requirements Initiative hasn't yet been rolled; Effect The cerebinite automatically notices the creature, makes a crystalline growth Strike against one creature adjacent to itself, then rolls initiative.

Speed 10 feet, climb 10 feet
Melee [one-action] crystalline growth +15 (agile), Damage 1d8+5 bludgeoning plus 1d6 mental and Grab
Ranged [one-action] cerebinium spike +13 (propulsiverange increment 30 feet), Damage 1d6+5 piercing plus 1d6 mental
Area Fire [two-actions] blast of cerebinium shards (15-foot conemental), Damage 1d6 piercing plus 2d6 mental (DC 22 basic Reflex save; creatures that take mental damage are also slowed 1 for 1 round on a critical failure)
Constrict [one-action] 1d8 bludgeoning plus 1d6 mental, DC 22

A1. Exterior Scaffolding (Standard Difficulty)

Elite Weak Cerebinite (3) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
Perception +9 (thoughtsense 200 feet (precise), no vision)
Skills Athletics +14, Stealth +13
Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5
Thoughtsense A cerebinite can sense nearby non-mindless creatures by their thoughts as a precise sense at the listed range.

AC 21
Fort +13
Ref +9
Will +9
HP 75
Immunities acid, bleed, critical hits, precision, unconscious, visual
Resistances slashing 5, piercing 5
Weaknesses bludgeoning 5, mental 5, sonic 5
Mind-Shattering Demise (mental) When the cerebinite dies, it explodes in a blast fueled by the memories stored in its crystalline body, affecting all creatures in a 30-foot emanation. Each creature in the area (including other cerebinites) must succeed at a DC 22 Will save or take 2d8 mental damage and become stunned 1 (or double damage and stunned 2 on a critical failure).
Crystalline Ambush [reaction] Trigger A non-mindless creature enters a space adjacent to a cerebinite; Requirements Initiative hasn't yet been rolled; Effect The cerebinite automatically notices the creature, makes a crystalline growth Strike against one creature adjacent to itself, then rolls initiative.

Speed 10 feet, climb 10 feet
Melee [one-action] crystalline growth +15 (agile), Damage 1d8+5 bludgeoning plus 1d6 mental and Grab
Ranged [one-action] cerebinium spike +13 (propulsiverange increment 30 feet), Damage 1d6+5 piercing plus 1d6 mental
Area Fire [two-actions] blast of cerebinium shards (15-foot conemental), Damage 1d6 piercing plus 2d6 mental (DC 22 basic Reflex save; creatures that take mental damage are also slowed 1 for 1 round on a critical failure)
Constrict [one-action] 1d8 bludgeoning plus 1d6 mental, DC 22

A1. Exterior Scaffolding (Harder Difficulty)

Elite Weak Cerebinite (4) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
Perception +9 (thoughtsense 200 feet (precise), no vision)
Skills Athletics +14, Stealth +13
Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5
Thoughtsense A cerebinite can sense nearby non-mindless creatures by their thoughts as a precise sense at the listed range.

AC 21
Fort +13
Ref +9
Will +9
HP 75
Immunities acid, bleed, critical hits, precision, unconscious, visual
Resistances slashing 5, piercing 5
Weaknesses bludgeoning 5, mental 5, sonic 5
Mind-Shattering Demise (mental) When the cerebinite dies, it explodes in a blast fueled by the memories stored in its crystalline body, affecting all creatures in a 30-foot emanation. Each creature in the area (including other cerebinites) must succeed at a DC 22 Will save or take 2d8 mental damage and become stunned 1 (or double damage and stunned 2 on a critical failure).
Crystalline Ambush [reaction] Trigger A non-mindless creature enters a space adjacent to a cerebinite; Requirements Initiative hasn't yet been rolled; Effect The cerebinite automatically notices the creature, makes a crystalline growth Strike against one creature adjacent to itself, then rolls initiative.

Speed 10 feet, climb 10 feet
Melee [one-action] crystalline growth +15 (agile), Damage 1d8+5 bludgeoning plus 1d6 mental and Grab
Ranged [one-action] cerebinium spike +13 (propulsiverange increment 30 feet), Damage 1d6+5 piercing plus 1d6 mental
Area Fire [two-actions] blast of cerebinium shards (15-foot conemental), Damage 1d6 piercing plus 2d6 mental (DC 22 basic Reflex save; creatures that take mental damage are also slowed 1 for 1 round on a critical failure)
Constrict [one-action] 1d8 bludgeoning plus 1d6 mental, DC 22

B3. Observation Lobe

Elite Weak Wayward Warp Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
D6FIELDALIGNED DAMAGEOPPOSING DAMAGEFIELD EFFECT
1CosmicVoidVitalityZero gravity
2EarthPiercingAcidDifficult terrain (sand)
3InfernoFireColdHazardous terrain (1d6 fire)
4StormElectricityBludgeoningHazardous terrain (1d6 electricity)
5FrozenColdFireUneven ground (ice)
6WaterBludgeoningElectricityUnderwater (flooded)
Perception +12 (darkvision, warp sense 15 feet)
Languages Aklo
Skills Occultism +14
Str -5 Dex +3 Con +4 Int +3 Wis +2 Cha +5
Warp Sense A wayward warp can sense creatures within their warp field as a precise sense at the listed range.

AC 18
Fort +11
Ref +10
Will +13
HP 72
Immunities disease, emotion, paralyzed, poison, precision
Resistances all damage 5 (except force, ghost killer, and the opposing damage of their warp field)
Warp Field (aura 15 feet) Reality within the area becomes a different type of terrain. Structures and creatures in the area aren't transformed, and the change immediately ends when the aura moves or the wayward warp dies. The nature of the aura is chosen randomly using the table below each time the wayward warp moves. A wayward warp is immune to their own warp field's effects and to the aligned damage type, but they gain weakness 5 to the opposing damage type.

Reality Shimmer The wayward warp has concealment against attacks originating outside of their warp field.

Speed fly 30 feet
Melee [one-action] spatial tendril +12 (finessereach 15 feet), Damage 2d4+5 aligned damage (see warp field) plus spatial rending
Ranged [one-action] warp blast +14 (range increment 30 feet), Damage 2d6+5 aligned damage (see warp field)
Occult Spontaneous Spells DC 26, 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 (5 slots) Cantrips (3rd)
Spatial Rending (curseoccult) A creature hit by a wayward warp's spatial tendril must succeed at a DC 26 Will save or become misaligned to reality for 1 minute, gaining a condition based on the field effect while it remains in the warp field: untethered (cosmic), suppressed (earth or water), clumsy 1 (inferno or frozen), or glitching 1 (any tech creature or held tech item in storm).

B3. Observation Lobe (Easier Difficulty)

Elite Weak Wayward Warp (2) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
D6FIELDALIGNED DAMAGEOPPOSING DAMAGEFIELD EFFECT
1CosmicVoidVitalityZero gravity
2EarthPiercingAcidDifficult terrain (sand)
3InfernoFireColdHazardous terrain (1d6 fire)
4StormElectricityBludgeoningHazardous terrain (1d6 electricity)
5FrozenColdFireUneven ground (ice)
6WaterBludgeoningElectricityUnderwater (flooded)
Perception +12 (darkvision, warp sense 15 feet)
Languages Aklo
Skills Occultism +14
Str -5 Dex +3 Con +4 Int +3 Wis +2 Cha +5
Warp Sense A wayward warp can sense creatures within their warp field as a precise sense at the listed range.

AC 18
Fort +11
Ref +10
Will +13
HP 72
Immunities disease, emotion, paralyzed, poison, precision
Resistances all damage 5 (except force, ghost killer, and the opposing damage of their warp field)
Warp Field (aura 15 feet) Reality within the area becomes a different type of terrain. Structures and creatures in the area aren't transformed, and the change immediately ends when the aura moves or the wayward warp dies. The nature of the aura is chosen randomly using the table below each time the wayward warp moves. A wayward warp is immune to their own warp field's effects and to the aligned damage type, but they gain weakness 5 to the opposing damage type.

Reality Shimmer The wayward warp has concealment against attacks originating outside of their warp field.

Speed fly 30 feet
Melee [one-action] spatial tendril +12 (finessereach 15 feet), Damage 2d4+5 aligned damage (see warp field) plus spatial rending
Ranged [one-action] warp blast +14 (range increment 30 feet), Damage 2d6+5 aligned damage (see warp field)
Occult Spontaneous Spells DC 26, 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 (5 slots) Cantrips (3rd)
Spatial Rending (curseoccult) A creature hit by a wayward warp's spatial tendril must succeed at a DC 26 Will save or become misaligned to reality for 1 minute, gaining a condition based on the field effect while it remains in the warp field: untethered (cosmic), suppressed (earth or water), clumsy 1 (inferno or frozen), or glitching 1 (any tech creature or held tech item in storm).

B3. Observation Lobe (Standard Difficulty)

Elite Weak Wayward Warp (3) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
D6FIELDALIGNED DAMAGEOPPOSING DAMAGEFIELD EFFECT
1CosmicVoidVitalityZero gravity
2EarthPiercingAcidDifficult terrain (sand)
3InfernoFireColdHazardous terrain (1d6 fire)
4StormElectricityBludgeoningHazardous terrain (1d6 electricity)
5FrozenColdFireUneven ground (ice)
6WaterBludgeoningElectricityUnderwater (flooded)
Perception +12 (darkvision, warp sense 15 feet)
Languages Aklo
Skills Occultism +14
Str -5 Dex +3 Con +4 Int +3 Wis +2 Cha +5
Warp Sense A wayward warp can sense creatures within their warp field as a precise sense at the listed range.

AC 18
Fort +11
Ref +10
Will +13
HP 72
Immunities disease, emotion, paralyzed, poison, precision
Resistances all damage 5 (except force, ghost killer, and the opposing damage of their warp field)
Warp Field (aura 15 feet) Reality within the area becomes a different type of terrain. Structures and creatures in the area aren't transformed, and the change immediately ends when the aura moves or the wayward warp dies. The nature of the aura is chosen randomly using the table below each time the wayward warp moves. A wayward warp is immune to their own warp field's effects and to the aligned damage type, but they gain weakness 5 to the opposing damage type.

Reality Shimmer The wayward warp has concealment against attacks originating outside of their warp field.

Speed fly 30 feet
Melee [one-action] spatial tendril +12 (finessereach 15 feet), Damage 2d4+5 aligned damage (see warp field) plus spatial rending
Ranged [one-action] warp blast +14 (range increment 30 feet), Damage 2d6+5 aligned damage (see warp field)
Occult Spontaneous Spells DC 26, 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 (5 slots) Cantrips (3rd)
Spatial Rending (curseoccult) A creature hit by a wayward warp's spatial tendril must succeed at a DC 26 Will save or become misaligned to reality for 1 minute, gaining a condition based on the field effect while it remains in the warp field: untethered (cosmic), suppressed (earth or water), clumsy 1 (inferno or frozen), or glitching 1 (any tech creature or held tech item in storm).

B3. Observation Lobe (Harder Difficulty)

Elite Weak Wayward Warp (4) Creature 5

Recall Knowledge DC 19 20 22
Aberration (Occultism)
D6FIELDALIGNED DAMAGEOPPOSING DAMAGEFIELD EFFECT
1CosmicVoidVitalityZero gravity
2EarthPiercingAcidDifficult terrain (sand)
3InfernoFireColdHazardous terrain (1d6 fire)
4StormElectricityBludgeoningHazardous terrain (1d6 electricity)
5FrozenColdFireUneven ground (ice)
6WaterBludgeoningElectricityUnderwater (flooded)
Perception +12 (darkvision, warp sense 15 feet)
Languages Aklo
Skills Occultism +14
Str -5 Dex +3 Con +4 Int +3 Wis +2 Cha +5
Warp Sense A wayward warp can sense creatures within their warp field as a precise sense at the listed range.

AC 18
Fort +11
Ref +10
Will +13
HP 72
Immunities disease, emotion, paralyzed, poison, precision
Resistances all damage 5 (except force, ghost killer, and the opposing damage of their warp field)
Warp Field (aura 15 feet) Reality within the area becomes a different type of terrain. Structures and creatures in the area aren't transformed, and the change immediately ends when the aura moves or the wayward warp dies. The nature of the aura is chosen randomly using the table below each time the wayward warp moves. A wayward warp is immune to their own warp field's effects and to the aligned damage type, but they gain weakness 5 to the opposing damage type.

Reality Shimmer The wayward warp has concealment against attacks originating outside of their warp field.

Speed fly 30 feet
Melee [one-action] spatial tendril +12 (finessereach 15 feet), Damage 2d4+5 aligned damage (see warp field) plus spatial rending
Ranged [one-action] warp blast +14 (range increment 30 feet), Damage 2d6+5 aligned damage (see warp field)
Occult Spontaneous Spells DC 26, 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 (5 slots) Cantrips (3rd)
Spatial Rending (curseoccult) A creature hit by a wayward warp's spatial tendril must succeed at a DC 26 Will save or become misaligned to reality for 1 minute, gaining a condition based on the field effect while it remains in the warp field: untethered (cosmic), suppressed (earth or water), clumsy 1 (inferno or frozen), or glitching 1 (any tech creature or held tech item in storm).