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Basiri, Wellspring Keeper

Creature 19 (unique) — aquatic, skeleton, undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverLANDAQUATICundead

Source: blood-lords-bestiary (Pre-Remaster)

Perception +33; darkvision, truesight 60 feet
Languages common, draconic, necril, sphinx, thalassic; telepathy 100 feet, tongues
Skills acrobatics +31, athletics +37, Bardic Lore +35, deception +32, diplomacy +32, intimidation +32, occultism +33, religion +33
Str
+10
Dex
+4
Con
+4
Int
+6
Wis
+6
Cha
+6
Items Third Eye
AC 40 Fort +31 Ref +31 Will +37
HP 400
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances cold 20, electricity 20, fire 20, piercing 20, slashing 20
Speed 35 feet, swim 40 feet

Offense

Melee Claw (agile, unarmed) +36, Damage 4d8+18 slashing

Abilities

Bardic Lore — Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Void Healing — 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.
Aquatic Assault — Basiri Swims and makes a Strike at the end of that movement. If both she and her opponent are submerged underwater, she can Strike one additional time.
Harness Wellspring — Basiri draws upon the necromantic wellspring to power her spellcasting. During her turn, she gains the ability to cast one of the following spells, heightened to 9th rank: Spirit Blast or Spirit Song.
Wellspring Guardian — Once per day, Basiri can protect the necromantic wellspring by inscribing a magical sigil around the wellspring orrery. The first time a creature other than Basiri touches the orrery, that creature must succeed at a DC 41 Will save or be affected by Spirit Blast (9th).
Occult Innate Spells DC 41, attack +33
6th True Seeing (Constant)
5th Tongues (Constant)
4th Clairvoyance (At Will), Read Omens (At Will), Remove Curse (At Will)
3rd Clairaudience (At Will), Locate
2nd Dispel Magic
1st Ventriloquism (At Will)
Cantrips (6th) Detect Magic, Read Aura
Occult Innate Spells DC 41, attack +33
8th Spirit Song
6th Spirit Blast

WORKS WELL WITH

AnvilLAND / AQUATICAn Anvil holds enemies inside the Weaver's area spell zones for maximum effect from Spirit Blast and Spirit Song.
CrasherLAND / AQUATICA Crasher capitalizes on softened survivors after the Weaver's area spells strip defenses and damage the field.
FlankerLAND / AQUATICA Flanker pressures distracted enemies while the Weaver dictates engagement pace from relative safety.

PUNISHES

✖ clumping
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #186: Ghost King's Rage.

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