Runelord XanderghulCreature 25
Source Pathfinder #221: Into the Apocalypse Archive
Perception +41 (darkvision, truesight (precise) 60 feet)
Languages Aklo, Azlanti, Diabolic, Draconic, Jotun, Necril, Shoanti, Thassilonian, Varisian, Truespeech
Skills Acrobatics +42, Arcana +50, Athletics +40, Crafting +45, Deception +45, Diplomacy +43, Intimidation +45, Occultism +43, Religion +41, Society +45
Str +7, Dex +9, Con +10, Int +12, Wis +6, Cha +10
AC 52; Fort +41; Reflex +38; Will +45;
HP 560
Speed 30 feet (fly 40 feet)
Immunities controlled, disease
Resistances Mental 25, Mythic 25
Bec de Corbin
+45 (+40, +35) to hit (razing, reach 10, shove, versatile b) 5d8+22 PiercingWaking Dreams
+47 (+42, +37) to hit (mental) 7d6+15 MentalRemove a Condition
(concentrate)Cost 1 Mythic Point
Effect Xanderghul ends one condition affecting him.
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.
Air of Delusion (aura, illusion, mental)15 feet. False visions and strange shadows dance through the area, obscuring the truth for only Xanderghul to know. A creature that first enters the area must attempt a DC 46 will save. On a failure, it's Off-Guard to Xanderghul whenever it's in the area. On a critical success, the creature is temporarily immune to air of delusion for 1 minute.
Anything You Can Do
(arcane, illusion)Trigger A creature Xanderghul is imitating with illusory disguise takes a single action of any type
Effect If the triggering action is a move action, Xanderghul can use the same distance and method to move himself. If the triggering action is a Strike, Xanderghul can attempt a Strike against any foe in reach with his hammer. If the triggering action was any other type of action, Xanderghul mimics that action via a reflexive illusion that confuses onlookers; Anything You Can Do gains the mental and visual traits, and all observers save the duplicated foe become Off-Guard to Xanderghul until the end of his next turn.
Mythic Resilience (Fortitude and Will)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.
Sin Counterspell
(arcane)Trigger A creature within 30 feet casts a spell that creates or changes physical things
Effect Xanderghul attempts to counteract the triggering spell with a +42 counteract modifier and a counteract rank of 10.
Undying Myth
Cost all Xanderghul's Mythic Points
Effect When Xanderghul would die, as long as he has at least 1 Mythic Point, he immediately expends all remaining Mythic Points he has, remains standing and conscious, and recovers 50% of his maximum Hit Points.
Ego BoostWhen a creature fails to disbelieve one of Xanderghul's illusions, he becomes Quickened for 1 round and can use the extra action to Stride or Stride.
Quickened Casting
(concentrate, spellshape)Frequency once per day
Effect If Xanderghul's next action is to cast a cantrip or spell that is 8th rank or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Recharge
(concentrate)Cost 1 Mythic Point
Effect Xanderghul regains a previously cast spell.
Reroll
(fortune)Cost 1 Mythic Point
Trigger Xanderghul fails a check
Effect Xanderghul rerolls the check.
Shuffle the Deck
(illusion, mental, visual)Trigger Xanderghul casts illusory disguise to imitate the appearance of a creature he is adjacent to
Effect Xanderghul and the creature appear to Step several times, exchanging spaces. The target creature must attempt a DC 49 will save with the following results.
Critical Success The targeted creature may choose which square they Step into, and no other creature is tricked.
Success Xanderghul chooses which square the creature Steps into (which must be a legal space for the creature to occupy, must be able to bear its weight, and cannot be difficult or hazardous terrain), but no other creature is tricked.
Failure As success (but the new space Xanderghul has the target Step into can be difficult or hazardous terrain), but other creatures lose track of who is who. They are Off-Guard to Xanderghul for 1 round. The next time someone targets either the illusory PC (who is Xanderghul) or the real PC must randomly determine which of the two figures they target.
Critical Failure As failure, but Xanderghul can cause the PC to Step into an area incapable of holding their weight (such as into the swirling mists of Jandelay), and all attempts to target either are randomly determined until the start of Xanderghul's next turn.
Sovereign of the False
(concentrate)Frequency once per round
Effect Xanderghul Sustains one spell with the illusion trait.
Vision of Loss (illusion, mental)The first time in a round that Xanderghul hits a creature with his waking dreams Strike, their mind is clouded by illusory hallucinations and waking dreams of all their triumphs not only being revealed to be failures in the end, but with the conviction that had Xanderghul attempted the same, it would've prevailed. The target must succeed at a DC 49 will save or become Stupefied 2 for 1 round (or stupefied 2 with an unlimited duration on a critical failure).
Arcane Prepared Spells (DC 51, +43 to hit)
Cantrips (10th Level): Daze, Detect Magic, Figment, Prestidigitation, Sigil
1st Level: Disguise Magic, Force Barrage, Illusory Disguise, Phantasmal Minion, Sure Strike
2nd Level: Dispel Magic, Illusory Creature, Invisibility, Laughing Fit, Revealing Light, See the Unseen
3rd Level: Paralyze, Vampiric Feast
4th Level: Confusion, Flicker, Mirage, Mountain Resilience, Translocate, Vision of Death
5th Level: Hallucination, Truespeech (Constant), Wave of Despair
6th Level: Mislead, Phantasmal Calamity, Truesight (Constant), Vampiric Exsanguination
7th Level: Duplicate Foe
8th Level: Desiccate, Disappearance
9th Level: Detonate Magic, Phantasmagoria
10th Level: Freeze Time
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.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
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.