Doctor Velshun (5-6)Creature 6
Source Pathfinder Society Scenario #1-25: Grim Symphony
Perception +13 (darkvision)
Languages Common, Necril
Skills Lore +13, Occultism +13, Performance +15, Religion +13
Str +2, Dex +2, Con +4, Int +4, Wis +2, Cha +5
AC 23; Fort +14; Reflex +14; Will +17; +2 circumstance to all saves vs. disease
HP 91 (negative healing)
Speed 25 feet
Conductor's Baton +12 (+7, +2) to hit (shove) 2d6+5 Bludgeoning
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.
+2 Circumstance to All Saves vs. DiseaseNegative 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.
Ritual
2nd Level: Create Undead (Zombie)
Cantrips (3rd Level): Dancing Lights, Daze, Ghost Sound, Guidance, Prestidigitation
1st Level: Command, Fear, Sanctuary
2nd Level: Darkness, Dispel Magic, False Life, Hideous Laughter
3rd Level: Bind Undead, Vampiric Touch
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.
DhampirA creature with this trait is a member of the dhampir ancestry. These humanoids are the mortal offspring of vampires and members of other ancestries.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.