Skeletal MageCreature 5
Source Pathfinder Society Scenario #1-06: Lost on the Spirit Road
Perception +12 (darkvision)
Languages Necril, Tien
Skills Intimidation +13, Religion +10
Str +0, Dex +3, Con +0, Int -1, Wis +2, Cha +5
AC 20; Fort +12; Reflex +9; Will +15;
HP 58 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5
Claw +11 (+7, +3) to hit (agile, finesse) 1d6+3 Slashing
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.
Negative 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.
Blood MagicWhen a skeletal mage casts a spell, either it gains temporary Hit Points equal to the spell's level for 1 round, or one target takes 1 negative damage per spell level (if the spell already deals negative damage, combine this with the spell's initial damage before determining weaknesses and resistances).
Signature SpellThe skeletal mage can freely heighten the spells marked signature.
Widen SpellThe skeleton mage causes the next spell they cast to affect a wider area. If the next action they use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet or smaller, and add 10 feet to the length of a larger cone or line.
Divine Spontaneous Spells (DC 23, +13 to hit)
Cantrips (3rd Level): Chill Touch, Daze, Divine Lance, Forbidding Ward, Shield
1st Level (4 slots): Bane, Harm, Magic Weapon, Ray of Enfeeblement
2nd Level (4 slots): Darkness, Dispel Magic, False Life, Sound Burst
3rd Level (3 slots): Bind Undead, Blindness, Chilling Darkness
1st Level: Touch of Undeath
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
SkeletonThis undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.