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AmnerionCreature 22


UniqueGargantuanGigasHumanoidMythic
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Perception +43 (darkvision, lifesense (imprecise) 100 feet)
Languages Common, Chthonian, Diabolic, Empyrean, Requian, Truespeech
Skills Lore +45, Arcana +37, Athletics +43, Crafting +44, Diplomacy +37, Intimidation +40, Occultism +42, Religion +42, Society +40
Str +11, Dex +8, Con +10, Int +6, Wis +10, Cha +6

AC 48; Fort +39; Reflex +33; Will +36;
HP 540
Speed 35 feet
Immunities death effects, disease, mental, poison
Resistances Mythic 11

Trident One Action +42 (+37, +32) to hit (magical, reach 20) 4d8+24 Piercing
Trident One Action +42 (+37, +32) to hit (magical, thrown 20) 4d8+24 Piercing
Fist One Action +39 (+35, +31) to hit (agile, reach 15, unarmed) 4d10+24 Bludgeoning
Living Architecture One Action +39 (+35, +31) to hit (agile) 4d8+22 Bludgeoning

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect The creature ends one condition affecting it.

Constant Spells

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.

Imprisoned Immortality

If killed or otherwise permanently incapacitated (such as petrified), Amnerion returns to life and appears on their throne, fully healed with all conditions removed and with full uses of their spells and abilities 24 hours later. Only if all the shades in Amneros are gone can Amnerion be permanently killed.

Master of Amneros

While in Amneros, Amnerion can command the realm's very environment and architecture to animate, twist, and defend them. This allows them to make living architecture Strikes. In addition, Amnerion can Take Cover as a free action once per round, willing nearby obstacles to stretch and shield them from harm.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Undying Myth Free Action

Cost all the creature's Mythic Points

Trigger The creature would die and has at least 1 Mythic Point


Effect The creature remains standing and conscious, and recovers 50% of its maximum Hit Points.

Call Upon the Dead Three Actions

Amnerion calls out for aid from their subjects, whose spirits appear and strike all enemies within a 60-foot burst. Each creature in the area must attempt a DC 47 fortitude save.


Critical Success The creature takes 4d8 spirit damage.

Success As critical success and the creature is Drained 1.

Failure The creature takes 8d8 spirit damage and is Drained 2.

Critical Failure The creature takes 12d8 spirit damage, is drained 2, and is Doomed 1.

Mythic Power

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

Mythic Skill (Crafting or Occultism) Free Action

Cost 1 Mythic Point


Effect The creature attempts its next skill check with a +4 bonus and is considered to have mythic proficiency for that check.

Punish Soul Two Actions (teleportation)

Amnerion moves up to twice their speed and makes a melee Strike against a target within reach. If the attack hits, it does no damage and the creature must attempt a DC 48 will save.


Critical Success The target is Stunned 2.

Success The target is Stunned 4.

Failure The target is immediately teleported to a prison cell in Bothros, the place of punishment in Amneros.

Critical Failure As failure and the creature is stunned 2 for 1 hour.

Realm Step Three Actions (teleportation)

Amnerion disappears and reappears instantaneously at any location within Amneros. They can then immediately Seek, Step, Stride, or Recall Knowledge, typically in response to whatever awaits them at their destination.

Recharge One Action (concentrate)

Cost 1 Mythic Point


Effect The creature gains one additional use of a spell or ability that is normally only available a limited number of times. For example, a spellcaster can regain an expended slot or use an ability with a frequency of once per day again.

Self-Imprisoned

Amnerion cannot leave Amneros, nor can they be forced or compelled to depart by any means until either they receive Pharasma's permission or there are no more shades in Amneros.


Occult Innate Spells (DC 47, +37 to hit)

5th Level: Truespeech (Constant)
8th Level: Canticle of Everlasting Grief, Disappearance (At Will, Self Only), Spirit Song, Unrelenting Observation (At will, Within Amneros Only)
9th Level: Manifestation, Overwhelming Presence (At Will), Unfathomable Song
10th Level: Freeze Time



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

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.