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Stirvyn Banyan

Creature 12 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDhumanoid

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +21; detect magic
Languages common
Skills arcana +20, deception +23, diplomacy +21, intimidation +23, society +20
Str
+0
Dex
+4
Con
+3
Int
+2
Wis
+3
Cha
+5
Items Mentalist's Staff (Major), Sheriff Banyan's Map of the Sea Caves, Scroll of False Life (Level 2)
AC 31 Fort +21 Ref +22 Will +21
HP 230
Speed 25 feet

Offense

Melee Staff (magical, two-hand-d8) +24, Damage 1d4+6 bludgeoning

Abilities

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.
Duck Away (concentrate, move) —
Bloodline Magic — When Stirvyn casts a bloodline spell, a surge of ancestral memories grants either him or a target of the spell a +1 status bonus to skill checks for 1 round.
Dangerous Sorcery — When Stirvyn Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus to that spell's damage equal to the spell's rank.
Steady Spellcasting — If a would disrupt Stirvyn's spellcasting action, he attempts a DC 15 Flat check. On a success, the action isn't disrupted.
Arcane Spontaneous Spells DC 32, attack +24
6th Disintegrate, Mislead
5th Cloak of Colors, Prying Eye
4th Dimension Door, Freedom of Movement, Outcast's Curse, Suggestion
3rd Enthrall, Haste, Lightning Bolt, Meld into Stone, Mind Reading, Slow, Vampiric Touch
2nd Blur, Dispel Magic, Dispel Magic, Hideous Laughter, Touch of Idiocy
1st Illusory Disguise, Lock, Magic Missile, True Strike
Cantrips (6th) Chill Touch, Daze, Detect Magic (Constant), Prestidigitation, Ray of Frost, Shield
Arcane Focus Spells DC 32, attack +24; 3 Focus Points
5th Arcane Countermeasure
3rd Extend Spell
1st Ancestral Memories
Arcane Spontaneous Spells DC 32, attack +24
5th Synaptic Pulse, Synesthesia
4th Modify Memory, Telepathy
3rd Hypercognition
2nd Paranoia
1st Mindlink, Phantom Pain, Phantom Pain, Phantom Pain
Cantrips (5th) Daze

WORKS WELL WITH

AnvilLANDAnvil absorbs enemy attention, preserving the Weaver's Steady Spellcasting and preventing disruption.
FlankerLANDFlanker pressures isolated enemies that the Weaver softened with Dangerous Sorcery-boosted area spells.
MenderLANDSustained healing keeps the high-HP damage dealer in the fight for sustained magical output each round.

PUNISHES

✖ clumping✖ spell disruption✖ caster focus
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 #154: Siege of the Dinosaurs.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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