Mother Forsythe (5-6)Creature 7
Source Pathfinder Society Scenario #2-23: An Agent's Obligation
Perception +15 (low-light vision)
Languages Aklo, Common
Skills Arcana +13, Deception +17, Intimidation +17, Occultism +15, Religion +8, Stealth +15, Thievery +13
Str +0, Dex +3, Con +1, Int +4, Wis +2, Cha +3
AC 24; Fort +12; Reflex +14; Will +18;
HP 88
Speed 25 feet
Dagger +15 (+11, +7) to hit (agile, finesse, versatile s) 2d4+5 Piercing
Dagger +15 (+11, +7) to hit (agile, finesse, thrown 10, versatile s) 2d4+5 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Maiden's MendingFrequency once per minute
Trigger Mother Forsythe casts a non-cantrip occult spell
Effect Mother Forsythe gains 3 temporary Hit Points that last until the end of her next turn.
Mist ChildMother Forsythe blends in with unnatural subtlety. When she is Concealed or Hidden, the DC of the flat check to target her is increased to 6 if she's concealed or 12 if she's hidden.
Sneak AttackMother Forsythe deals 2d6 extra precision damage to Flat-Footed creatures.
Occult Prepared Spells (DC 25, +17 to hit)
Cantrips (4th Level): Daze, Ghost Sound, Message, Prestidigitation, Sigil
1st Level: Alarm, Fear, Magic Missile, Soothe
2nd Level: Invisibility, Touch of Idiocy
4th Level: Phantasmal Killer
Cantrips (4th Level): Evil Eye
4th Level: Cackle, Phase Familiar
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.
ChangelingA creature with this trait is a member of the changeling ancestry.
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.