Jandelay TolokandCreature 16
Source Pathfinder #220: Crypt of Runes
Perception +28 (darkvision, smoke vision)
Languages Truespeech
Skills Acrobatics +30, Athletics +32, Intimidation +28, Survival +30
Str +8, Dex +6, Con +7, Int +5, Wis +6, Cha +4
AC 38; Fort +31; Reflex +28; Will +28; +2 status to all saves vs. primal magic
HP 265
Speed 120 feet (fly 40 feet)
Immunities disease, immobilized, poison
Resistances Acid 15, Void 15, Mythic 16
Hand
+32 (+27, +22) to hit (reach 10) 2d12+16 Slashing + 3d6 PoisonSmoke Vision
Smoke doesn't impair a tolokand's vision; it ignores the Concealed condition from smoke.
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.
+2 Status to All Saves vs. Primal MagicHeartless Furnace (aura, occult)50 feet. 2d6 poison damage (DC 37 fortitude save).
The poisonous smoke that bellows from a tolokand makes all creatures inside it Concealed, and all creatures outside the smoke are concealed to creatures within it.
InexorableThe tolokand recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain.
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.
Toxic BloodWhen a creature scores a critical hit against the tolokand with a piercing or slashing Strike, the tolokand's poisonous, oily blood sprays forth. Any creature within 5 feet of the tolokand takes 3d6 poison damage (DC 38 reflex save). Any non-creature plants the blood spills on die.
Blighted FootfallsWhenever the tolokand ends a move action during which it moved 30 feet or farther, it automatically casts one of its innate spells as a free action.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Recharge
(concentrate)Cost 1 Mythic Point
Effect The Jandelay tolokand regains an expended spell.
Remove a Condition
(concentrate)Cost 1 Mythic Point
Effect The Jandelay tolokand ends one condition affecting themself.
Sudden Destruction
Requirements The tolokand hasn't cast any of its spontaneous spells this turn
Effect The tolokand casts one of its spontaneous spells, using up the spell slot normally. The tolokand can't cast any further spontaneous spells this turn and can't use this ability again for 1d4 rounds.
Occult Spontaneous Spells (DC 38, +30 to hit)
5th Level: Toxic Cloud
7th Level: Volcanic Eruption
8th Level (3 slots): Desiccate, Earthquake
2nd Level: Acid Grip (At Will), Environmental Endurance (Constant)
3rd Level: Earthbind (At Will), Haste (At Will, Self Only)
4th Level: Fly (Constant)
5th Level: Truespeech (Constant)
Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on.
The faceless, unknowable tolokands wander the land, bringing desolation with every footfall-belching poisonous smoke, blighting plant life, cracking the earth asunder, and even staining the ground with their foul blood. They turn habitable places into wastelands, which has earned tolokands the name "waste walkers."
These walking forces of destruction don't make their motives known. They remain unmoved by any pleas or threats levied at them, and they fight off attacks only so that they can return to their grim business. However, they have one consistent tendency: they travel to environments on the brink. A tolokand appears in a land wracked by famine or a natural disaster to give it the last push into oblivion.
Tolokands are mercifully few in number. Since they appear so rarely, it's unclear whether there are just a few individuals or several dozen. Clearly, more than one exists, though, because their patterned soles are as distinctive as fingerprints. Often, these smoking footprints are all that remain in a blighted land.
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
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.