Kanker
CREATURE 12Male ghast alchemist
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)
When Kanker rolls a success on a Reflex save, he gets a critical success instead.
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
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.
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.
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.
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.
The ghast jumps up to half its Speed. This movement doesn't trigger reactions.
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.