Peacock PhoenixCreature 17
Source Pathfinder #220: Crypt of Runes
Perception +31 (darkvision, see invisibility, detect magic)
Languages Aklo, Thassilonian, Telepathy 100 Feet
Skills Acrobatics +33, Arcana +33, Athletics +30, Intimidation +32
Str -5, Dex +8, Con +5, Int +8, Wis +7, Cha +7
AC 39; Fort +26; Reflex +33; Will +30; +1 status to all saves vs. magic
HP 240
Speed 25 feet (fly 70 feet)
Resistances Mythic 17
Remove a Condition
(concentrate)Cost 1 Mythic Point
Effect The creature ends one condition affecting it.
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.
+1 Status to All Saves vs. MagicMythic Resilience (Reflex)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.
Radiant Panoply (arcane, aura, light, visual)20 feet. The peacock phoenix is surrounded by an aura of iridescence. An adjacent creature that starts its turn in the aura must attempt a DC 35 will save. On a failure, the creature becomes Dazzled until the start of its next turn.
Rebirth (mythic)When the peacock phoenix dies while incorporeal, they return to life at the start of their next turn with full Hit Points. They are no longer incorporeal, lose the spirit trait, gain the beast trait, and lose their immunities and resistances (except for mythic resistance) and radiant panoply. Their Strength modifier becomes +7. They lose their radiant wing Strike and gain a beak and talon 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 phoenix attempts their next Athletics or Stealth skill check with a +4 bonus and has mythic proficiency for that check.
Radiant Beam
(arcane, force, light)The phoenix emits a 100-foot line of radiance from their eyes. Creatures in the area take 10d12 force damage (DC 38 reflex save). The phoenix peacock can't use Radiant Beam again for 1d4 rounds.
Arcane Innate Spells (DC 42, +34 to hit)
Cantrips (9th Level): Detect Magic (Constant)
2nd Level: Dispel Magic, See the Unseen (Constant)
5th Level: Hallucination
9th Level: Phantasmagoria
Unlike its namesake, the peacock phoenix is a being of pure magic, a unique manifestation of Xanderghul's alter ego as the Peacock Spirit.
Other Mythic Phoenixes
Because it's tied so intrinsically to Runelord Xanderghul and his alter ego, the Peacock Spirit, once the peacock phoenix is destroyed, it's doubtful Golarion will ever see its like again. Whether different kinds of mythic phoenixes, born from similar confluences of magical and psychic energy, could ever exist remains uncertain.
Traits
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.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
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.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.