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From Pathfinder Society Scenario #1-03: Escaping the Grave, which isn't enabled.

Ralthiss (3-4)

CREATURE 4

Male human cultist

Perception +12; darkvision
Languages Common, Necril, Varisian
Skills Arcana +6, Deception +9, Intimidation +9, Nature +10, Religion +12, Undead Lore +8
Str +2, Dex +2, Con +2, Int +0, Wis +4, Cha +3

AC 21; Fort +10, Ref +8, Will +14
HP 48

Speed 25 feet
Melee Morningstar +10 (versatile p), Damage 1d6+4 bludgeoning
Ranged Hand Crossbow +10 (reload 1, range increment 120 feet), Damage 1d8+2 piercing
Divine Prepared Spells DC 22, attack +12; 2nd Darkness, Harm (×4), Resist Energy, Spiritual Weapon; 1st Bane, Fear, Ray of Enfeeblement; Cantrips (2nd) Chill Touch, Daze, Divine Lance, Guidance, Know Direction
Cleric Domain Spells DC 22, attack +12, 1 Focus Point; 2nd Touch of Undeath
Rituals 2nd Create Undead
Necrotic Infusion

If the next action Ralthiss takes is to cast Harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 void damage with its melee weapons and unarmed attacks until the end of its next turn.

Effect: Divine Infusion

Sap Life

When Ralthiss casts a Harm spell and damages at least one living creature, he regains Hit Points equal to the spell rank of his harm spell.

Pathfinder Society Scenario #1-03: Escaping the GraveOGL