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Munavri Spellblade

Creature 2 (rare) — humanoid, munavri

WeaverShadeLANDhumanoidoccult

Although the subterranean Darklands are known for the cruel and domineering civilizations led by fiend-worshipping peoples who dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people who tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect. These humanoids are the descendants of humans who survived the world-ending cataclysm called Earthfall—mariners who were abduct

Source: pathfinder-monster-core-2

Perception +7; darkvision; light blindness
Languages munavri, sakvroth; Telepathy 30 feet (munavris only)
Skills athletics +8, deception +7, occultism +6, stealth +4
Str
+4
Dex
+0
Con
+2
Int
+0
Wis
+1
Cha
+3
Items Bastard Sword, Breastplate
AC 18 Fort +8 Ref +6 Will +7
HP 30
Resistances mental 2
Speed 20 feet

Offense

Melee Bastard Sword (two-hand-d12) +8, Damage 1d8+4 slashing

Abilities

Telepathy 30 feet (Munavris Only) (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Addling StrikeFrequency once per turn

Requirements The munavri's most recent action was to Cast a Spell
Effect The munavri Strikes. This Strike gains the occult trait and deals an additional 1d4 mental damage.
Intuit Object (concentrate, fortune, occult) — Frequency once per day
Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. If they focus on a weapon, they can roll twice and take the better result for the next Strike they make with it before the end of their next turn. If they focus on a tool, they can roll twice and take the better result for the next skill check they attempt with that tool within the next minute.
Occult Spontaneous Spells DC 17, attack +9
1st Mindlink, Phantom Pain, Soothe
Cantrips (1st) Daze, Message, Shield, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDA frontline body absorbs melee pressure so this caster-striker can alternate between casting and Striking without being closed down.
SnareLANDA controller that keeps foes in place lets the extra mental damage from the follow-up Strike land more consistently.

PUNISHES

✖ melee reliance✖ low Will
Do not stack multiple casters relying on the same setup; the party solves the caster-priority problem once.
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 Monster Core 2.

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