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PFS StandardMunavri Spellblade

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.

Recall Knowledge - Humanoid (Society): DC 21
Unspecific Lore: DC 19
Specific Lore: DC 16

Elite | Normal | Weak
Proficiency without Level

Munavri SpellbladeCreature 2

Legacy Content

Rare NG Medium Humanoid Munavri 
Source Bestiary 3 pg. 180
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
Light Blindness
Items bastard sword, breastplate
AC 18; Fort +8, Ref +6, Will +7
HP 28; Resistances mental 2
Speed 20 feet
Melee [one-action] bastard sword +8 [+3/-2] (two-hand d12), Damage 1d8+4 slashingOccult Spontaneous Spells DC 17, attack +9; 1st mindlink, phantom pain, soothe; Cantrips (1st) daze, message, shield, telekinetic projectile
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.

All Monsters in "Munavri"

NameLevel
Munavri Spellblade2

Munavri

Source Bestiary 3 pg. 180
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.

Sidebar - Additional Lore A Light in the Darkness

Munavris can play an important role in Darklands adventures, acting as allies in an environment where shelter and supplies are hard to come by.