Encounters for Starfinder Society Scenario #2-03: Bittersweet

Stellar Sweets

Elite Weak Chocolate Ooze Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Ooze (Occultism)
Perception +8; motion sense (precise) 60 feet, no vision
Skills Athletics +10
Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha +0
Motion Sense A chocolate ooze can feel nearby motion through vibration and air movement.

AC 10
Fort +12
Ref +2
Will +4
HP 65
Immunities bleed, critical hits, mental, precision, unconscious, visual
Weaknesses fire 2
Melts In Your Mouth Chocolate oozes are magically delicious. A chocolate ooze takes 5 additional damage from Strikes that come from jaws, fangs, or similar Strike's from a creature's mouth.

Speed 20 feet, climb 10 feet
Melee [one-action] pseudopod +11 , Damage 1d8+4 bludgeoning plus Grab
Not In Your Hand The chocolate ooze is covered in a sticky, sugary coating. Any creature that hits the chocolate ooze, is hit by the chocolate ooze, or otherwise touches the chocolate ooze must succeed at a DC 15 Reflex save or become grabbed (Escape DC 15). A weapon that hits the chocolate ooze is stuck to the chocolate ooze and can be removed with a successful DC 15 Athletics check (made as a single action). A chocolate ooze can have any number of objects or creatures stuck to it at a time. The adhesive dissolves when the chocolate ooze dies, releasing all stuck objects and creatures.
Engulf [two-actions]

Elite Weak Chocolate Ooze Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Ooze (Occultism)
Perception +8; motion sense (precise) 60 feet, no vision
Skills Athletics +10
Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha +0
Motion Sense A chocolate ooze can feel nearby motion through vibration and air movement.

AC 10
Fort +12
Ref +2
Will +4
HP 65
Immunities bleed, critical hits, mental, precision, unconscious, visual
Weaknesses fire 2
Melts In Your Mouth Chocolate oozes are magically delicious. A chocolate ooze takes 5 additional damage from Strikes that come from jaws, fangs, or similar Strike's from a creature's mouth.

Speed 20 feet, climb 10 feet
Melee [one-action] pseudopod +11 , Damage 1d8+4 bludgeoning plus Grab
Not In Your Hand The chocolate ooze is covered in a sticky, sugary coating. Any creature that hits the chocolate ooze, is hit by the chocolate ooze, or otherwise touches the chocolate ooze must succeed at a DC 15 Reflex save or become grabbed (Escape DC 15). A weapon that hits the chocolate ooze is stuck to the chocolate ooze and can be removed with a successful DC 15 Athletics check (made as a single action). A chocolate ooze can have any number of objects or creatures stuck to it at a time. The adhesive dissolves when the chocolate ooze dies, releasing all stuck objects and creatures.
Engulf [two-actions]

Stellar Sweets (Easier Difficulty)

Elite Weak Chocolate Ooze (2) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Ooze (Occultism)
Perception +8; motion sense (precise) 60 feet, no vision
Skills Athletics +10
Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha +0
Motion Sense A chocolate ooze can feel nearby motion through vibration and air movement.

AC 10
Fort +12
Ref +2
Will +4
HP 65
Immunities bleed, critical hits, mental, precision, unconscious, visual
Weaknesses fire 2
Melts In Your Mouth Chocolate oozes are magically delicious. A chocolate ooze takes 5 additional damage from Strikes that come from jaws, fangs, or similar Strike's from a creature's mouth.

Speed 20 feet, climb 10 feet
Melee [one-action] pseudopod +11 , Damage 1d8+4 bludgeoning plus Grab
Not In Your Hand The chocolate ooze is covered in a sticky, sugary coating. Any creature that hits the chocolate ooze, is hit by the chocolate ooze, or otherwise touches the chocolate ooze must succeed at a DC 15 Reflex save or become grabbed (Escape DC 15). A weapon that hits the chocolate ooze is stuck to the chocolate ooze and can be removed with a successful DC 15 Athletics check (made as a single action). A chocolate ooze can have any number of objects or creatures stuck to it at a time. The adhesive dissolves when the chocolate ooze dies, releasing all stuck objects and creatures.
Engulf [two-actions]

Stellar Sweets (Standard Difficulty)

Elite Weak Chocolate Ooze (2) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Ooze (Occultism)
Perception +8; motion sense (precise) 60 feet, no vision
Skills Athletics +10
Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha +0
Motion Sense A chocolate ooze can feel nearby motion through vibration and air movement.

AC 10
Fort +12
Ref +2
Will +4
HP 65
Immunities bleed, critical hits, mental, precision, unconscious, visual
Weaknesses fire 2
Melts In Your Mouth Chocolate oozes are magically delicious. A chocolate ooze takes 5 additional damage from Strikes that come from jaws, fangs, or similar Strike's from a creature's mouth.

Speed 20 feet, climb 10 feet
Melee [one-action] pseudopod +11 , Damage 1d8+4 bludgeoning plus Grab
Not In Your Hand The chocolate ooze is covered in a sticky, sugary coating. Any creature that hits the chocolate ooze, is hit by the chocolate ooze, or otherwise touches the chocolate ooze must succeed at a DC 15 Reflex save or become grabbed (Escape DC 15). A weapon that hits the chocolate ooze is stuck to the chocolate ooze and can be removed with a successful DC 15 Athletics check (made as a single action). A chocolate ooze can have any number of objects or creatures stuck to it at a time. The adhesive dissolves when the chocolate ooze dies, releasing all stuck objects and creatures.
Engulf [two-actions]

Stellar Sweets (Harder Difficulty)

Elite Weak Chocolate Ooze (3) Creature 2

Recall Knowledge DC 17 (includes +2 from Uncommon) 18 (includes +2 from Uncommon) 20 (includes +2 from Uncommon) •
Ooze (Occultism)
Perception +8; motion sense (precise) 60 feet, no vision
Skills Athletics +10
Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha +0
Motion Sense A chocolate ooze can feel nearby motion through vibration and air movement.

AC 10
Fort +12
Ref +2
Will +4
HP 65
Immunities bleed, critical hits, mental, precision, unconscious, visual
Weaknesses fire 2
Melts In Your Mouth Chocolate oozes are magically delicious. A chocolate ooze takes 5 additional damage from Strikes that come from jaws, fangs, or similar Strike's from a creature's mouth.

Speed 20 feet, climb 10 feet
Melee [one-action] pseudopod +11 , Damage 1d8+4 bludgeoning plus Grab
Not In Your Hand The chocolate ooze is covered in a sticky, sugary coating. Any creature that hits the chocolate ooze, is hit by the chocolate ooze, or otherwise touches the chocolate ooze must succeed at a DC 15 Reflex save or become grabbed (Escape DC 15). A weapon that hits the chocolate ooze is stuck to the chocolate ooze and can be removed with a successful DC 15 Athletics check (made as a single action). A chocolate ooze can have any number of objects or creatures stuck to it at a time. The adhesive dissolves when the chocolate ooze dies, releasing all stuck objects and creatures.
Engulf [two-actions]

Kolale's Wing

Elite Weak Botnib Creature -1

Recall Knowledge DC 12 13 15 •
Fey (Nature)
Perception +5; low-light vision, techsense (imprecise) 100 feet
Languages Aklo, Common; digital telepathy 30 feet
Skills Computers +8, Crafting +5, Stealth +4
Str +0 Dex +2 Con +1 Int +3 Wis +1 Cha +0
Digital Telepathy A glitch gremlin can communicate telepathically with digital devices and with other creatures that can do so (such as other glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy's range.
Techsense (detection, primal) The glitch gremlin can sense items and creatures with the tech trait within 100 feet.

AC 14
Fort +5
Ref +8
Will +6
HP 8
Resistances cold 1, electricity 1
Weaknesses cold iron 2, fire 2
Glitch Aura (aura, primal) 20 feet. Creatures and items with the tech trait struggle to function reliably when near a botnib. Creatures with the tech trait, unattended items with the tech trait, or creatures holding equipment with the tech trait that start their turn in the aura must attempt a DC 16 Will save.
Critical SuccessNo effect and the creature or item is temporarily immune to the gremlin's glitch aura for 1 minute.
SuccessThe creature or items are unaffected.
FailureThe creature, item, or all the creature's held items become glitching 1.
Critical FailureThe creature, item, or all the creature's held items become glitching 2.

Speed 20 feet, climb 20 feet
Melee [one-action] bite +7 (agilefinessemagical), Damage 1d4+2 piercing
Ranged [one-action] unstable spark +7 (agileelectricitymagicalrange increment 20 feet), Damage 1d4+1 electricity
Primal Innate Spells DC 16, attack +7 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st Cantrips (1st)

Kolale's Wing (Easier Difficulty)

Elite Weak Botnib (4) Creature -1

Recall Knowledge DC 12 13 15 •
Fey (Nature)
Perception +5; low-light vision, techsense (imprecise) 100 feet
Languages Aklo, Common; digital telepathy 30 feet
Skills Computers +8, Crafting +5, Stealth +4
Str +0 Dex +2 Con +1 Int +3 Wis +1 Cha +0
Digital Telepathy A glitch gremlin can communicate telepathically with digital devices and with other creatures that can do so (such as other glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy's range.
Techsense (detection, primal) The glitch gremlin can sense items and creatures with the tech trait within 100 feet.

AC 14
Fort +5
Ref +8
Will +6
HP 8
Resistances cold 1, electricity 1
Weaknesses cold iron 2, fire 2
Glitch Aura (aura, primal) 20 feet. Creatures and items with the tech trait struggle to function reliably when near a botnib. Creatures with the tech trait, unattended items with the tech trait, or creatures holding equipment with the tech trait that start their turn in the aura must attempt a DC 16 Will save.
Critical SuccessNo effect and the creature or item is temporarily immune to the gremlin's glitch aura for 1 minute.
SuccessThe creature or items are unaffected.
FailureThe creature, item, or all the creature's held items become glitching 1.
Critical FailureThe creature, item, or all the creature's held items become glitching 2.

Speed 20 feet, climb 20 feet
Melee [one-action] bite +7 (agilefinessemagical), Damage 1d4+2 piercing
Ranged [one-action] unstable spark +7 (agileelectricitymagicalrange increment 20 feet), Damage 1d4+1 electricity
Primal Innate Spells DC 16, attack +7 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st Cantrips (1st)

Kolale's Wing (Standard Difficulty)

Elite Weak Botnib (4) Creature -1

Recall Knowledge DC 12 13 15 •
Fey (Nature)
Perception +5; low-light vision, techsense (imprecise) 100 feet
Languages Aklo, Common; digital telepathy 30 feet
Skills Computers +8, Crafting +5, Stealth +4
Str +0 Dex +2 Con +1 Int +3 Wis +1 Cha +0
Digital Telepathy A glitch gremlin can communicate telepathically with digital devices and with other creatures that can do so (such as other glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy's range.
Techsense (detection, primal) The glitch gremlin can sense items and creatures with the tech trait within 100 feet.

AC 14
Fort +5
Ref +8
Will +6
HP 8
Resistances cold 1, electricity 1
Weaknesses cold iron 2, fire 2
Glitch Aura (aura, primal) 20 feet. Creatures and items with the tech trait struggle to function reliably when near a botnib. Creatures with the tech trait, unattended items with the tech trait, or creatures holding equipment with the tech trait that start their turn in the aura must attempt a DC 16 Will save.
Critical SuccessNo effect and the creature or item is temporarily immune to the gremlin's glitch aura for 1 minute.
SuccessThe creature or items are unaffected.
FailureThe creature, item, or all the creature's held items become glitching 1.
Critical FailureThe creature, item, or all the creature's held items become glitching 2.

Speed 20 feet, climb 20 feet
Melee [one-action] bite +7 (agilefinessemagical), Damage 1d4+2 piercing
Ranged [one-action] unstable spark +7 (agileelectricitymagicalrange increment 20 feet), Damage 1d4+1 electricity
Primal Innate Spells DC 16, attack +7 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st Cantrips (1st)

Kolale's Wing (Harder Difficulty)

Elite Weak Botnib (4) Creature -1

Recall Knowledge DC 12 13 15 •
Fey (Nature)
Perception +5; low-light vision, techsense (imprecise) 100 feet
Languages Aklo, Common; digital telepathy 30 feet
Skills Computers +8, Crafting +5, Stealth +4
Str +0 Dex +2 Con +1 Int +3 Wis +1 Cha +0
Digital Telepathy A glitch gremlin can communicate telepathically with digital devices and with other creatures that can do so (such as other glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy's range.
Techsense (detection, primal) The glitch gremlin can sense items and creatures with the tech trait within 100 feet.

AC 14
Fort +5
Ref +8
Will +6
HP 8
Resistances cold 1, electricity 1
Weaknesses cold iron 2, fire 2
Glitch Aura (aura, primal) 20 feet. Creatures and items with the tech trait struggle to function reliably when near a botnib. Creatures with the tech trait, unattended items with the tech trait, or creatures holding equipment with the tech trait that start their turn in the aura must attempt a DC 16 Will save.
Critical SuccessNo effect and the creature or item is temporarily immune to the gremlin's glitch aura for 1 minute.
SuccessThe creature or items are unaffected.
FailureThe creature, item, or all the creature's held items become glitching 1.
Critical FailureThe creature, item, or all the creature's held items become glitching 2.

Speed 20 feet, climb 20 feet
Melee [one-action] bite +7 (agilefinessemagical), Damage 1d4+2 piercing
Ranged [one-action] unstable spark +7 (agileelectricitymagicalrange increment 20 feet), Damage 1d4+1 electricity
Primal Innate Spells DC 16, attack +7 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 1st Cantrips (1st)