pf2e.fyi
From Pathfinder Society Scenario #6-16: The Heart of the City, which isn't enabled.

Screaming Grub Necromancer

CREATURE 7
Perception +13
Languages Common, Chthonian, Necril
Skills Arcana +17, Intimidation +12, Occultism +17
Str +2, Dex +3, Con +2, Int +4, Wis +2, Cha +2
Items Scythe, Hooded Robe
Stench of Decay (aura, occult, olfactory)

The necromancer emits a scent of putrid rot in a 5-foot emanation. Anyone that enters or begins its turn in the aura that is not a member of the Cult of the Screaming Grub is Sickened 1.


AC 23; Fort +12, Ref +15, Will +15
HP 120

Speed 25 feet
Melee Scythe +15 (magical), Damage 2d10+4 slashing
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 2d8+4 bludgeoning
Undead, Arise! (concentrate, manipulate, occult)

The necromancer summons two Medium undead entities in different empty squares up to 30 feet away. These undead entities can take the form of zombies, skeletons, or spirits, chosen by the necromancer. The entities block movement as though they were creatures and can be attacked. Each entity has 1 Hit Point and the same AC and saves as the necromancer. They can't take actions of their own and deteriorate if the necromancer is reduced to 0 Hit Points. The necromancer can have up to four undead entities at any given time. If they call another, the oldest undead entity deteriorates.

Screaming Grub Undead

Undead, Attack! (concentrate, occult)
Requirements The necromancer has at least one undead entity active

Effect The necromancer commands all their undead entities to attack. Each entity can Stride up to 20 feet into an empty square and make a Strike. The Strike has a +15 attack modifier and deals 2d12 bludgeoning damage (or spirit damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it.
Wave of Death (concentrate, manipulate, occult, void)
Requirements The necromancer isn't drained and has at least one undead entity active

Effect The necromancer overloads their undead entities with void energy, causing all of them to explode. Each entity is destroyed, dealing 4d10 void damage to each creature in a 10-foot emanation with a DC 23 basic Fortitude save. A creature in more than one explosion is damaged only once. The necromancer becomes Drained 1.
Pathfinder Society Scenario #6-16: The Heart of the CityORC