Basiri, Wellspring Keeper

Level 19
Creature· aquaticUniqueLargeLegacy
AC 40
HP 400
Speed 35 ft.
Fort +31
Ref +31
Will +37
Perc +33
Size Large
Unique
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances cold 20, electricity 20, fire 20, piercing 20, slashing 20
Spells
Languages common, draconic, necril, sphinx, thalassic
Senses darkvision, truesight 60 ft.
Speeds 35 ft., swim 40 ft.
Skills athletics +37, occultism +33, religion +33, deception +32, diplomacy +32, intimidation +32, acrobatics +31
Recall Knowledge religion DC 49

Attacks

Melee Claw +36/+32/+28(agile, unarmed)
Damage: 4d8+18 slashing

Abilities

Bardic Loreinteraction

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 Spellsinteraction

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.

Void Healingdefensive

A 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 Assaultoffensive

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 Wellspringoffensive

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 Guardianoffensive

Once 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).