Urkhas (5-6)
CREATURE 5 +14; darkvision
Aklo, Common
Acrobatics +16, Deception +11, Intimidation +11, Stealth +14
Str -5, Dex +6, Con +0, Int +2, Wis +4, Cha +2
AC 24; Fort +9, Ref +14, Will +12
HP 40; Weaknesses holy 6
Glow (aura, light)
20 feet. Urkhas is itself naturally invisible, but glows with a violet light, casting bright light in the aura and making it visible.
Magic Immunity
Urkhas is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, Quandary, and spells with the good trait.
fly 50 feet
Melee Shock +15 (electricity, magical, unholy), Damage 2d6+4 electricity plus 1d4 spirit
Feed on Fear (concentrate)
An enemy is being affected by a fear effect or Dying within 15 feet of the will-o'-wisp.
Urkhas feeds on the creature's terror. It regains 1d6 healing Hit Points, and if it has Gone Dark, its glow reignites.
Urkhas can take this action only once per round.
Go Dark (concentrate)
Pathfinder Society Scenario #2-23: An Agent's ObligationOGL