pf2e.fyi
From Pathfinder #160: Assault on Hunting Lodge Seven, which isn't enabled.

Venom Mage

CREATURE 9
Perception +19
Languages Common
Skills Acrobatics +17, Arcana +16, Deception +20, Nature +17, Thievery +17
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +4

AC 28; Fort +16, Ref +19, Will +17
HP 155; Resistances poison 12
Venom Explosion (poison)
Trigger The venom mage is reduced to 0 Hit Points

Effect The venom mage explodes into a cloud of poison within a 20-foot burst. The venom mage then reforms at a point they choose within the burst, avoids being knocked out, and remains at 1 Hit Point. The venom mage's wounded value increases by 1 when they use this ability, and they can't use this ability when they're wounded 3 or more. Creatures other than the venom mage within the burst must attempt a Fortitude save.

Critical Success No effect.

Success The creature is sickened 1.

Failure The creature is sickened 2 and cannot recover from the sickened condition while within 20 feet of the venom mage.

Critical Failure As failure, but sickened 4.


Speed 25 feet
Melee Dagger +17 (agile, finesse, versatile s), Damage 1d4+6 piercing
Melee Poisoner's Staff +17 (magical, two hand d8), Damage 1d6+4 bludgeoning
Melee Dagger +19 (agile, finesse, thrown 10, versatile s), Damage 1d4+6 piercing
Primal Spontaneous Spells DC 28, attack +17; 5th (2 slots) Cloudkill, Wyvern Sting; 4th (3 slots) Summon Animal, Swarming Wasp Stings, Heal; 3rd (3 slots) Blindness, Earthbind, Stinking Cloud; 2nd (3 slots) Animal Messenger, Faerie Fire, Imp Sting; 1st (3 slots) Fleet Step, Gust of Wind, Spider Sting; Cantrips (5th) Detect Magic, Guidance, Light, Ray of Frost, Read Aura
Innate Primal Spells DC 28, attack +18; 2nd Detect Poison (At Will)
Steady Spellcasting

If another creature's reaction would disrupt the venom mage's spellcasting action, the venom mage attempts a DC 15 flat check check. If the venom mage succeeds, their action isn't disrupted.

Pathfinder #160: Assault on Hunting Lodge SevenOGL