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Stirvyn BanyanCreature 12


UniqueNMediumHumanHumanoid
Source Pathfinder #154: Siege of the Dinosaurs
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

AC 31; Fort +21; Reflex +22; Will +21;
HP 230
Speed 25 feet

Staff One Action +24 (+19, +14) to hit (magical, two hand d8) 1d4+6 Bludgeoning

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 Reaction (concentrate, move)

Trigger Stirvyn is targeted with an attack and is adjacent to an ally


Effect Stirvyn and the ally swap places, and the ally becomes the target of the attack.

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.

Effect: Bloodline Magic (Stirvyn Banyan)

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 level.

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, +24 to hit)

Cantrips (6th Level): Chill Touch, Daze, Detect Magic (Constant), Prestidigitation, Ray of Frost, Shield
1st Level (4 slots): Illusory Disguise, Lock, Magic Missile, True Strike
2nd Level (4 slots): Blur, Dispel Magic (2x), Hideous Laughter, Touch of Idiocy
3rd Level (4 slots): Enthrall, Haste, Lightning Bolt, Meld into Stone, Mind Reading, Slow, Vampiric Touch
4th Level (4 slots): Dimension Door, Freedom of Movement, Outcast's Curse, Suggestion
5th Level (4 slots): Cloak of Colors, Prying Eye
6th Level (4 slots): Disintegrate, Mislead

Sorcerer Bloodline Spells (DC 32, +24 to hit)

1st Level: Ancestral Memories
3rd Level: Extend Spell
5th Level: Arcane Countermeasure

Major Mentalist's Staff (DC 32, +24 to hit)

Cantrips (6th Level): Daze
1st Level (6 slots): Mindlink, Phantom Pain (3x)
2nd Level: Paranoia
3rd Level: Hypercognition
4th Level: Modify Memory, Telepathy
5th Level: Synaptic Pulse, Synesthesia



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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