---
title: "Munavri Spellblade"
obsidianUIMode: preview
noteType: pf2eMonster
cssClasses: pf2e
aliases: "Actor.PXaVcmIkVVc45iGP" 
tags:
  - pf2e/creature/type/good
  - pf2e/creature/type/humanoid
  - pf2e/creature/type/munavri
  - pf2eMonster
  - pf2e/creature/level/2
statblock: inline
name: "Munavri Spellblade"
level: 2
license: OGL
---

```statblock
columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Munavri Spellblade"
level: "Creature 2"
rare_03: [[Rare]]
alignment: ""
size: "Medium"
trait_01: [[good]]
trait_02: [[humanoid]]
trait_03: [[munavri]]
modifier: 7
perception:
  - name: "Perception"
    desc: "+7; Darkvision"
languages: "Munavri, Sakvroth; telepathy 30 feet (munavris only)"
skills:
  - name: "Skills"
    desc: "Athletics: +8, Deception: +7, Occultism: +6, Stealth: +4"
abilityMods: [4, 0, 2, 0, 1, 3]
speed: 20 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 18
armorclass:
  - name: AC
    desc: "18; __Fort__ +8, __Ref__ +6, __Will__ +7"
hp: 28
health:
  - name: ""
  - name: HP
    desc: "28; __Resistances__ mental 2"
abilities_top:
  - name: ""
  - name: "Items"
    desc: "[[Equipment/Bastard Sword|Bastard Sword]], [[Equipment/Breastplate|Breastplate]]"
  - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet (Munavris Only)]]"
    desc: " (aura,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."

  - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
    desc: "  When first exposed to bright light, the monster is [[Conditions/Blinded|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 [[Conditions/Dazzled|Dazzled]]."

abilities_mid:
  - name: ""
attacks:
  - name: ""

  - name: "**Melee** `pf2:1` Bastard Sword"
    desc: "+8 (two-hand d12)\n__Damage__  1d8 + 4 slashing"

  - name: "Occult Spontaneous Spells"
    desc: "DC 17, attack +9; __1st __ (3 slots) _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__  __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Message|Message]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"

  - name: "Intuit Object"
    desc: "`pf2:2` (concentrate,occult) **Frequency** once per day\n* * *\n\n**Effect** By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it.\n\nThe 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.\n\nFor example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a _[[Equipment/Jade Cat|Jade Cat]]_ talisman). This benefit lasts for 1 hour."
 
```

```encounter-table
name: Munavri Spellblade
creatures:
  - 1: Munavri 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.

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.
