KARELITE BOGDIN CR 1
Male verthani envoy (Starfinder Alien Archive 118)
NE Medium humanoid
Init +2; Senses low-light vision; Perception +5
DEFENSE HP 17
EAC 11; KAC 12
Fort +1; Ref +7; Will +4
OFFENSE
Speed 30 ft.
[dice= survival knife v KAC] 1d20 +6 [/dice] ... [dice= damage]1d4[/dice] S)
[dice= arc pistol v EAC] 1d20 +3 [/dice] ... [dice= damage] 1d6 [/dice] F; critical arc 2)
TACTICS
During Combat Bogdin begins combat by using his envoy
improvisations to best assist his bodyguards. After a round
of shooting, he attempts to take down PCs with his pistol
or switches to using his knife against PCs close to him. He
alternates using his envoy improvisations and shooting
from that point on, if he has allies left to assist. He spends
the combat spewing out inventive insults at the PCs,
particularly those without augmentations.
Morale Bogdin’s pride does not allow him to surrender
surrounded by his business acquaintances. He fights to the
death, screaming at the bouncers if he gets severely injured.
STATISTICS
Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4
Skills Athletics +5, Bluff +10, Diplomacy +10, Intimidate +5,
Sense Motive +10
Languages Common, Verthani
Other Abilities envoy improvisations (get ‘em), skin mimic
Gear second skin, static arc pistol with battery (20 charges),
survival knife; Augmentation speed suspension, widespectrum
ocular implant
SPECIAL ABILITIES
Skin Mimic (Sp) Verthani can manipulate the pigments in their
skin at will and with astonishing precision, creating bright
decorative patterns or deceptive camouflage. A verthani
who stays stationary for 1 round gains a +10 racial bonus
to Stealth checks (this bonus doesn’t stack with invisibility
or similar effects). If the verthani takes any action, he loses
this bonus until he once again spends 1 round remaining still.
A verthani wearing clothing or armor that covers more than
one-quarter of his body can’t use this ability.
VESK BOUNCERS (2) CR 1
Female vesk
N Medium humanoid
Init +2; Senses low-light vision; Perception +10
DEFENSE HP 20 EACH
EAC 11; KAC 13
Fort +3; Ref +5; Will +1
OFFENSE
Speed 30 ft.
[dice= survival knife v KAC] 1d20 +6 [/dice] ... [dice= damage]1d4+5[/dice] S)
[dice= azimuth laser pistol v EAC} 1d20 +8 [/dice] ... [dice= damage] 1d4+1 [/dice] F; critical burn 1d4)
TACTICS
Before Combat The vesk stand to one side of Bogdin, helping
block the exit to the club.
During Combat The vesk primarily use their azimuth laser
pistols against the PCs at range but are proficient melee
fighters and are willing to engage in close-quarter combat.
They do not care about the lives of fleeing patrons.
Morale With no true alliance, the vesk surrender if Bogdin is
defeated or they are reduced to 6 Hit Points or fewer.
STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0
Skills Athletics +5, Intimidate +5
Languages Common, Verthani, Vesk
Gear casual stationwear, azimuth laser pistol with 1 battery
(20 charges), survival knife
*******
CONGREGANT MERTHINETT CR 1 Female ikeshti soldier (Starfinder Alien Archive 65)
NE Small humanoid (ikeshti) Init +2; Perception +5
DEFENSE HP 20 EAC 11; KAC 13
Fort +3; Ref +3; Will +3 Defensive Abilities shed skin OFFENSE
Speed 30 ft., climb 15 ft. Melee tactical pike +8 (1d8+4 P) Ranged hunting rifle +5 (1d8+1 P)
or
shock grenade I +5 (explode
[15 ft., 1d8 E, DC 10]
Offensive Abilities squirt
blood
TACTICS During Combat
Merthinett shoots her closest enemy with her rifle, then on her next turn she uses her squirt blood ability on the same
target and closes into melee. Morale Eager to be paid but knowing
her limits, Merthinett surrenders when she is reduced to 4 or fewer Hit Points. STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0 Skills Acrobatics +10, Athletics +5, Stealth +5 Feats Opening Volley
Languages Common, Ikeshti, Vercite Gear lashunta ringwear I, hunting rifle with 12 longarm rounds,
tactical pike, shock grenades I (2), datapad, credstick
(80 credits) SPECIAL ABILITIES Shed Skin (Ex) As part of the action to attempt the check,
an ikeshti can shed skin to gain a +4 bonus to Acrobatics checks to escape from grapples, pins, and restraints. Squirt Blood (Ex) Once per day as a move action, an ikeshti
can squirt blood from one of her eyes at a foe within 30 feet, making a ranged attack (+5 for Merthinett) against the target’s KAC. A successful hit grants the next ally who hits that foe the benefits of harrying fire against it (Starfinder Core Rulebook 247).
Congregant Merthinett
VERTHANI THUG (2) CR 1/2 Male verthani (Starfinder Alien Archive 118)
NE medium humanoid (verthani) Init +1; Senses low-light vision; Perception +4 DEFENSE HP 12 EACH EAC 10; KAC 11
Fort +2; Ref +2; Will +0 OFFENSE
Speed 30 ft.
Melee cestus battleglove +4
(1d4+3 B)
Ranged tactical semi-auto pistol +2 (1d6 P)
TACTICS During Combat The verthani thugs attempt to flank their opponents and attack with their cestus battlegloves. Morale The verthani thugs surrender immediately if Merthinett is defeated. STATISTICS
Str +3; Dex +1; Con +2; Int +0;
Wis +0; Cha +0
Skills Athletics +9, Acrobatics +9, Engineering +4, Sleight of Hand +4, Stealth +9
Languages Common, Vercite Gear flight suit stationwear, cestus battleglove, tactical
semi-auto pistol with 9 small arm rounds, credstick (50 credits)
KANAVU’S NIGHTMARE COPY CR 3
CE Large dragon (extraplanar)
Init +1; Senses darkvision 60ft., low-light vision; Perception +8
Aura frightful presence (60 ft., DC 12)
DEFENSE HP 45
EAC 13; KAC 16
Fort +7; Ref +7; Will +4
OFFENSE
Speed 30 ft., fly 40 ft. (Ex, clumsy)
[dice= Nightmare bite] 1d20 +12[/dice] ... [dice= damage] 1d6+7[/dice] P DC 12 will save or shaken
Space 10 ft.; Reach 10 ft.
Offensive Abilities breath weapon (15-ft. cone, 4d4 A, Reflex
DC 12 half, usable every 2d4 rounds), nightmare bite
STATISTICS
Str +4; Dex +1; Con +2; Int +0; Wis +0; Cha +0
Skills Athletics +13, Bluff +8, Diplomacy +8, Intimidate +8,
Stealth +8
Languages Abyssal, Aklo, Common, Draconic, Infernal
TACTICS
During Combat The nightmare copy activates its frightful
presence and focuses its attacks on shaken opponents,
attempting to reduce the number of opponents it has
to fight simultaneously. It uses its breath weapon when
opponents are clustered together. When below half Hit
Points, the nightmare copy starts taunting the PCs that they
will never truly escape the nightmare, hinting that this is not
its true form.
Morale With no way out of the mausoleum, the nightmare
copy fights to the death.
SPECIAL ABILITIES
Frightful Presence (Ex) A nightmare copy can unsettle a
creature with its mere presence. It can activate this ability
as part of the action of making an attack or as a move action,
but it can activate the ability only once per round. Each
creature within 60 feet of the nightmare copy must succeed
at a DC 12 Will saving throw or be shaken for 1d4 rounds. A
creature who succeeds at its saving throw is immune to the
same nightmare copy’s frightful presence for 24 hours. This is
a mind-affecting, sense-dependent fear effect.
Nightmare Bite (Ex) A nightmare copy’s bite injects some
of its nightmare essence into a creature’s body. Each bite
attack that deals damage causes a creature to become
shaken unless they succeed at a DC 12 Will save. If a
creature is already shaken from the nightmare copy’s aura,
it becomes frightened instead for 1d4 rounds. A creature
who succeeds at its saving throw is immune to the same
nightmare copy’s nightmare bite for 24 hours. This ability
does not stack with itself. This is a mind-affecting, sense dependent
fear effect.