Zatqualmish (5-6)Creature 6
Source Pathfinder Society Quest #8: Shadows of the Black Sovereign
Perception +12 (+1 against illusions; low-light vision)
Languages Common, Dwarven, Elven, Gnomish, Sylvan
Skills Crafting +9, Deception +14, Diplomacy +12, Lore +9, Occultism +11, Performance +14, Society +11, Thievery +11, Lore +9
Str +1, Dex +3, Con +2, Int +1, Wis +1, Cha +4
AC 24; Fort +10; Reflex +15; Will +13; +1 Status to All Saves vs. Illusions
HP 76
Speed 25 feet
Rapier +12 (+7, +2) to hit (deadly d8, disarm, finesse) 1d6+1 Piercing
Shortbow +12 (+7, +2) to hit (deadly d10) 1d6+1 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.
+1 Status to All Saves vs. IllusionsRun Away!Trigger A creature ends its movement adjacent to Zatqualmish
Effect Zatqualmish Strides up to 10 feet (or his Speed, if that Speed is less than 10 feet). He must end his movement in a location that isn't within 5 feet of a foe.
This movement doesn't trigger reactions.
Occult Spontaneous Spells (DC 25, +16 to hit)
Cantrips (3rd Level): Chill Touch, Detect Magic, Guidance, Read Aura, Shield
1st Level (3 slots): Charm, Color Spray, Magic Missile, Unseen Servant
2nd Level (3 slots): Blur, Hideous Laughter, Invisibility
3rd Level (3 slots): Haste, Slow, Vampiric Touch
Cantrips (3rd Level): Inspire Courage, Triple Time
1st Level: Counter Performance
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.
GnomeA creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.