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AgyraCreature 23


UniqueGargantuanBeastKaijuMythic
Source Pathfinder War of Immortals
Perception +38 (darkvision, stormsight)
Languages Tien, (can't Speak Any Language)
Skills Acrobatics +43, Athletics +41
Str +10, Dex +11, Con +9, Int -2, Wis +6, Cha +6

AC 49; Fort +37; Reflex +40; Will +34; mythic resilience (Fort and Ref)
HP 475
Speed 40 feet
Immunities death effects, disease, drained, electricity, fear effects, paralyzed
Resistances Acid 20, Fire 20, Sonic 20

Talon One Action +40 (+36, +32) to hit (agile, magical, reach 15, unarmed) 4d10+14 Slashing + 2d8 Electricity
Jaws One Action +40 (+35, +30) to hit (magical, reach 10, unarmed) 3d12+14 Piercing + 2d8 Electricity
Tail One Action +40 (+35, +30) to hit (deadly d10, magical, reach 20) 4d8+14 Bludgeoning + 2d6 Bleed
Spike One Action +42 (+37, +32) to hit (magical) 7d6+10 Piercing

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect Agyra removes any one condition currently affecting her.

Stormsight

Wind, precipitation, and clouds don't impair Agyra's vision; she ignores the Concealed condition from storms, mist, precipitation, and the like.

Regeneration

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Electrified Rebirth (electricity, primal)

Frequency once per year


Effect When Agyra dies, her corpse crackles and sparks with electrical energy. Any creature that touches Agyra's body within 1 hour of her death takes 11d6 electricity damage (DC 43 reflex save). After being dead for 1 minute, Agyra is immediately resurrected in the same place, at full health, with all abilities fully restored. She normally takes advantage of this rebirth to flee to safety, using Thunderous Departure to retreat. If Agyra has already died and been reborn in the same year, she remains permanently dead upon being slain a second time.

Mythic Immunity

Strikes


The creature is immune to either harmful spells cast by non-mythic creatures, or Strikes made with non-mythic weapons and unarmed Strikes from non-mythic characters. Only the most powerful creatures (typically level 25) should be immune to both.

Mythic Resilience

Agyra treats her saving throws with Fortitude and Reflex saves as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success). Whenever a character rolls a critical hit against Agyra, they must reroll the attack roll and take the new result.

Blinding Flash Three Actions (light, manipulate, primal, visual)

Cost 1 Mythic Point


Effect By spreading her wings while she stands upon the ground, Agyra can create a blinding flash of light that targets all creatures within 100 feet. Affected creatures must succeed at a DC 43 fortitude check.


Critical Success The target is unaffected.

Success The target is Dazzled and Stupefied 1 for 1d4 rounds.

Failure The target is Blinded and Stupefied 2 for 1 minute.

Critical Failure The target is blinded and stupefied 2 for 10 minutes.

Conjure Hurricane Three Actions (air, manipulate, primal)

Frequency once per day

Cost 1 Mythic Point


Effect Agyra generates a hurricane that spreads across a 4-mile radius and lasts 24 hours, with a 500-foot calm eye of the storm at its center. Agyra is at the center of this hurricane when it is formed, but it moves normally (according to surrounding weather conditions and the GM's discretion) afterward.

Lightning Breath Two Actions (electricity, primal)

Agyra exhales a line of electricity from each of her two heads. Each line is 120 feet long and 10 feet wide, and the two lines may be pointed in different directions. A creature in a line takes 22d6 electricity damage (DC 44 reflex save). On a failed save, the target is also Slowed 1 for 1d4 rounds. A creature can be affected only once by a line, even if they are in an overlapping area. A character slain by Agyra's Lightning Breath remains electrified for 2d4 rounds after death. A creature touching such a corpse takes 3d6 electricity damage (no save). Agyra can't use Lightning Breath for 1d4 rounds.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Recharge Ability One Action (concentrate)

Cost 1 Mythic Point


Effect Agyra gains an additional use of lightning breath.

Stormflight

Agyra can move in strong winds with ease. She doesn't treat wind as difficult terrain or need to Maneuver in Flight in high winds.

Thunderous Departure (primal, sonic)

Frequency once per day


Effect Agyra Flies in a straight line at incredible speed, moving at least 120 feet but up to 1 mile. This movement doesn't provoke reactions. Her departure leaves behind a thunderous sonic boom, creating a 100-foot burst centered on her point of departure. All creatures in the area take 15d10 sonic damage (DC 46 fortitude save). A creature who fails is also knocked Prone, and a creature who critically fails is knocked prone and Deafened permanently.


The Forever Storm

Agyra is a massive kaiju who protects Spinescar Island and its inhabitants.


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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.