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Munavri SpellbladeCreature 2

Source Pathfinder Bestiary 3
Perception +7 (darkvision)
Languages Munavri, Undercommon, 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

AC 18; Fort +8; Reflex +6; Will +7;
HP 28
Speed 20 feet
Resistances Mental 2

Bastard Sword One Action +8 (+3, -2) to hit (two hand d12) 1d8+4 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 30 feet (Munavris Only) (aura, divination, magical)

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.

Intuit Object Two Actions (concentrate, divination, 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.

The munavri chooses one item they are holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item.

For example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a Jade Cat talisman). This benefit lasts for 1 hour.

Occult Spontaneous Spells (DC 17, +9 to hit)

Cantrips (1st Level): Daze, Message, Shield, Telekinetic Projectile
1st Level (3 slots): Mindlink, Phantom Pain, Soothe

Although the subterranean Darklands are known for their cruel and domineering civilizations-led by fiend-worshipping drow, urdefhans, and others-that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that 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 abducted by alghollthus and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv.

Gradually, munavris' bodies adapted to their new home: they lost the pigments in their hair and skin, developed highly sensitive vision, and began to demonstrate telekinetic powers. These early munavris eventually settled on a mysterious archipelago of jade islands-mystical green landforms that seemed to resonate with strange, psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess.

Every munavri has the ability to concentrate psychic energy upon an object to immediately ascertain what it is and how it works. Such natural intuition doesn't come easily, though; using this power requires the munavri to expend a large portion of their limited psychic energy. Sleep is the only way for a munavri to replenish this psychic well.

Today, nearly all munavris dwell on these islands and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavri dedicate their lives to waging war against those who sew discord in the Darklands.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.