Demoniac Spirit (9-10)Creature 11
Source Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds
Perception +22 (darkvision, lifesense 60 feet)
Languages Common, Cyclops, Jotun, Necril
Skills Acrobatics +19, Intimidation +21, Stealth +19
Str -5, Dex +7, Con +3, Int +3, Wis +5, Cha +7
AC 31 29 if rune is disabled; Fort +19; Reflex +22; Will +24; +1 to all saves vs. positive
HP 170 (negative healing)
Speed 20 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10
Spectral Claw +24 (+19, +14) to hit (finesse, reach 20) 2d12+8 Negative
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Lifesense 60 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
+1 Status to All Saves vs. PositiveNegative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Vengeful FlashTrigger A creature makes a successful melee attack against the spirit or makes a successful Acrobatics check to Tumble Through the spirit's space
Effect The spirit emits a brief pulse of negative energy that deals 5d6 negative damage to the triggering creature (DC 28 basic reflex save).
Abyssal Spite (evocation, occult)The spirit lashes out at a creature within 60 feet, dealing 2d12+8 mental damage (DC 30 basic will save).
Drain Life (divine, necromancy)When the demoniac spirit damages a living creature with its spectral claw Strike, the spirit gains 10 temporary Hit Points and the target must succeed at a DC 30 fortitude save or become Drained 1. Further damage dealt by the spirit increases the drained condition value by 1 on a failed save, to a maximum of drained 4.
Ritual TransformationThe spirit has been absorbing energy through the ritual so it can transform itself once Urxehl manifests. Once the total value of all of the drained conditions the spirit has inflicted with drain life reaches 3, it loses its incorporeal trait as its body becomes solid. The spirit loses all of its immunities and resistances, it gains 40 Temporary Hit Points, and its Strength bonus increases to +0.
Arcane Innate Spells (DC 28, +20 to hit)
1st Level: Fear
3rd Level: Fireball, Lightning Bolt, Paralyze, Wall of Wind
5th Level: Telekinetic Haul
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.