Urkhas (3-4)Creature 3
Source Pathfinder Society Scenario #2-23: An Agent's Obligation
Perception +11 (darkvision)
Languages Aklo, Common
Skills Acrobatics +13, Deception +8, Intimidation +8, Stealth +11
Str -5, Dex +5, Con -1, Int +1, Wis +3, Cha +1
AC 21; Fort +6; Reflex +11; Will +9;
HP 26
Speed 0 feet (fly 50 feet)
Immunities magic
Weaknesses Good 4
Shock +12 (+7, +2) to hit (electricity, magical) 1d4 Evil + 2d4+2 Electricity
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.
Glow (aura, light)20 feet Aura
Urkhas is itself naturally invisible, but glows with a violet light, casting bright light in the aura and making it visible.
Magic ImmunityUrkhas is immune to all spells except Faerie Fire, Glitterdust, Magic Missile, Maze, and spells with the good trait.
Feed on Fear (concentrate)Requirements An enemy is being affected by a fear effect or Dying within 15 feet of the will-o'-wisp.
Effect Urkhas feeds on the creature's terror. It regains 1d4 Hit Points, and if it has Gone Dark, its glow reignites.
Urkhas can take this action only once per round.
Go Dark (concentrate)Urkhas extinguishes its glow, becoming Invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the Urkhas only Hidden to all observers until it moves.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.