Basiri, Wellspring KeeperCreature 19
Source Pathfinder #186: Ghost King's Rage
Perception +33 (darkvision, truesight (precise) 60 feet)
Languages Common, Draconic, Necril, Sphinx, Thalassic, Telepathy 100 Feet, Tongues
Skills Lore +35, Acrobatics +31, Athletics +37, Deception +32, Diplomacy +32, Intimidation +32, Occultism +33, Religion +33
Str +10, Dex +4, Con +4, Int +6, Wis +6, Cha +6
AC 40; Fort +31; Reflex +31; Will +37;
HP 400
Speed 35 feet (swim 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 20, Electricity 20, Fire 20, Piercing 20, Slashing 20
Claw
+36 (+32, +28) to hit (agile, unarmed) 4d8+18 SlashingBardic Lore
Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.
Constant SpellsA 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.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Aquatic Assault
Basiri Swims and makes a Strike at the end of that movement. If both she and her opponent are submerged underwater, she can Strike one additional time.
Harness Wellspring
Basiri draws upon the necromantic wellspring to power her spellcasting. During her turn, she gains the ability to cast one of the following spells, heightened to 9th rank: Spirit Blast or Spirit Song.
Wellspring GuardianOnce per day, Basiri can protect the necromantic wellspring by inscribing a magical sigil around the wellspring orrery. The first time a creature other than Basiri touches the orrery, that creature must succeed at a DC 41 will save or be affected by Spirit Blast (9th).
Occult Innate Spells (DC 41, +33 to hit)
Cantrips (10th Level): Detect Magic, Read Aura
1st Level: Ventriloquism (At Will)
2nd Level: Dispel Magic
3rd Level: Clairaudience (At Will), Locate
4th Level: Clairvoyance (At Will), Read Omens (At Will), Remove Curse (At Will)
5th Level: Tongues (Constant)
6th Level: True Seeing (Constant)
6th Level: Spirit Blast
8th Level: Spirit Song
Rituals
Traits
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.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
SkeletonThis undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.