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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

Kanker

CREATURE 12

Male ghast alchemist

Perception +22; darkvision
Languages Aklo, Chthonian, Common, Necril, Sakvroth, Thassilonian, Varisian
Skills Acrobatics +20, Arcana +25, Crafting +25, Deception +23, Intimidation +23, Occultism +23, Religion +22, Stealth +24
Str +5, Dex +6, Con +5, Int +7, Wis +4, Cha +5
Infused Items

Kanker carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: Acid Flask (Greater) (8), Alchemist's Fire (Greater) (8), Blightburn Resin, Cheetah's Elixir (Greater) (2), Midnight Milk (Refined) (5), Mistform Elixir (Greater), Shadow Essence (5), Thunderstone (Greater) (8)


AC 33; Fort +23, Ref +24, Will +22
HP 200, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances fire 10
Evasion

When Kanker rolls a success on a Reflex save, he gets a critical success instead.

Stench (aura, olfactory)

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 29 Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 30 feet, burrow 5 feet
Melee Flail +25 (disarm, magical, sweep, trip), Damage 2d6+11 bludgeoning plus 1d6 mental
Melee Jaws +24 (finesse, unarmed), Damage 3d6+11 piercing plus Ghast Ghast Fever plus Ghast Paralysis
Melee Claw +24 (agile, finesse, unarmed), Damage 3d4+11 slashing plus Ghast Paralysis
Ranged Greater Acid Flask +26 (range increment 30 feet), Damage 7 acid plus 1 acid plus 3d6 acid
Ranged Greater Alchemist's Fire +26 (range increment 30 feet), Damage 7 fire plus 3 fire plus 3d8 fire
Ranged Greater Thunderstone +26 (range increment 30 feet), Damage 3d4 sonic plus 7 sonic
Consume Flesh (manipulate)
Requirements The ghast is adjacent to the corpse of a creature that died within the last hour.

Effect The ghast devours a chunk of the corpse and regains 7d6 healing Hit Points.

It can regain Hit Points from any given corpse only once.

Kanker can Consume Flesh from the trough of gore in the northern alcove of his laboratory (area J12) if he's adjacent to it.

Expanded Splash

When Kanker throws a bomb, he can maximize the bomb's explosive potential, allowing him to cause the bomb to deal 7 splash damage rather than the normal amount, and the splash damage affects every creature within 10 feet of the target.

Ghast Fever (disease)
Saving Throw DC 32 Fortitude

Stage 1 carrier with no ill effect (1 day)
Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 3d8 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Ghast the next midnight
Paralysis (incapacitation, occult)

Any living creature hit by a ghast's attack must succeed at a DC 32 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Quick Bomber

Kanker draws an alchemical bomb with an Interact action and throws it as a ranged Strike.

Swift Leap (move)

The ghast jumps up to half its Speed. This movement doesn't trigger reactions.

Toxic Effluvium (occult, poison)

Kanker has exposed himself to so many toxins and poisons over the years that it's all seeped into his undead flesh. When he activates Toxic Effluvium, these foul-smelling fluids seep from his flesh, causing his jaws and claws to secrete drooling rivulets of foul green venom that coat his teeth and talons, as well as any weapon he wields. Until the start of his next turn, Kanker's melee Strikes deal an additional 2d6 poison damage.

Pathfinder #200: Seven Dooms for SandpointOGL