Eron of JandelayCreature 13
Source Pathfinder #219: Lord of the Trinity Star
Perception +26 (darkvision)
Languages Aklo, Can't Speak Any Language
Skills Acrobatics +24, Athletics +27, Thievery +24
Str +8, Dex +5, Con +5, Int +5, Wis +8, Cha +4
AC 34; Fort +24; Reflex +22; Will +27;
HP 200 (fast healing 20)
Speed 30 feet (climb 30 feet, fly 120 feet)
Immunities death effects, disease, mental, poison
Resistances Acid 15, Cold 15, Fire 15, Mythic 13, Piercing 10, Slashing 10
Beak
+27 (+22, +17) to hit (fatal d12, magical, reach 25) 3d10+14 PiercingClaw
+27 (+23, +19) to hit (agile, magical, reach 20) 3d8+14 SlashingIron Feather
+24 (+19, +14) to hit (magical, thrown 40) 3d4+14 PiercingRemove a Condition
(concentrate)Cost 1 Mythic Point
Effect The eron of Jandelay ends one condition affecting them.
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.
Fast Healing 20A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Frightful Presence (aura, emotion, fear, mental)90 feet. DC 30 will
A creature that critically fails a saving throw against an eron's frightful presence is Slowed 1 as long as they remain frightened.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Mythic Resilience (Fortitude)The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
Reactive BeakThe eron of Jandelay gains 2 reactions each round. It can still use only one reaction per trigger.
Reactive Strike (Beak Only)
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.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Mythic Skill
Cost 1 Mythic Point
Effect The eron of Jandelay attempts its next Acrobatics or Thievery skill check with a +4 bonus and is considered to have mythic proficiency for that check.
Snatch Prize
(manipulate)The eron attempts to [/act steal] an object from a creature, using the tips of its immense talons with shocking agility. The object must be 2 Bulk or less. If the creature with the target object is in combat or on guard, the eron can still try to Steal the object if it attempts its Thievery check at mythic proficiency.
Unbalancing Rip
Requirements The eron of Jandelay's last action was to damage a Large or smaller creature with a claw Strike
Effect The eron rips at the required creature's flesh. That creature takes 1d8 persistent,bleed damage and is Off-Guard until the start of the eron's next turn.
Occult Innate Spells (DC 33, +25 to hit)
4th Level: Unfettered Movement (Constant), Vision of Death
5th Level: Telekinetic Haul (At Will)
6th Level: Phantasmal Calamity
7th Level: Interplanar Teleport
Rarely seen, the erons of Jandelay serve an important function on their apocalyptic home plane. These spindly birdlike creatures tower over the landscape on seven thin legs, covered in ironlike feathers they can hurl with a flick of a wing. Scavengers and collectors, erons dispose of intrusive elements they discover on Jandelay, stashing them in nests for later assortment. Such detritus typically consist of dead adventurers and their gear; an eron won't hesitate to attack a living adventurer, though, and they make little distinction between living or dead "clutter" that doesn't belong.
Remnant Hunters
When an eron of Jandelay finds itself on a doomed world, they often seek out an eclectic list of items, remains, and sometimes even creatures from that planet, almost as if they were picking and choosing their favorite parts of that world before it is no more. Whether the planet is literally on its last days makes no difference to the visiting eron. To these ageless monitors, the actual timing of a world's end is irrelevant to their hunt. Sometimes, valuable scavenged treasures can be discovered amid larger objects or vehicles an eron has been carrying with it via telekinetic haul.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MonitorCreatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
MythicOptions 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.