All Creatures
Abilities | Monsters | NPCs


There is a Legacy version here.

Risen Runelord



Recall Knowledge - Dream (Occultism, Occultism): DC 33
Unspecific Lore: DC 31
Specific Lore: DC 28

Elite | Normal | Weak
Proficiency without Level

Risen RunelordCreature 11

Rare Medium Dream Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 90
Perception +22
Languages Aklo, Common, Thassilonian
Skills Arcana +26, Crafting +22, Deception +22, Intimidation +22, Occultism +24, Society +22
Str +3, Dex +5, Con +3, Int +7, Wis +5, Cha +5
AC 30; Fort +18, Ref +22, Will +24; mythic resilience (Will)
HP 195; Immunities sleep; Resistances mythic resistance 6
Beyond Life A risen runelord may drink or eat for pleasure or entertainment, but they need not do so for nourishment and never suffer the effects of thirst or starvation.Vanishing Death (arcane, mental) When a risen runelord is slain, their body and (if manifested) polearm vanishes as the trapped legacy that was drawn upon to create them is set free, exploding outward in a riot of swirling color. This release of arcane energy hammers the minds of nearby creatures. All creatures adjacent to a risen runelord during their vanishing death must succeed at a DC 27 Will save or become stupefied 1 for 24 hours (stupefied 2 on a critical failure) as fragments of their own memories are temporarily scrambled or hidden. Other objects carried by the risen runelord fall to the ground.
Speed 25 feet
Melee [one-action] runelord's polearm +22 [+17/+12] (magical, reach 10 feet), Damage 3d12+9 mentalArcane Prepared Spells DC 30, attack +22; see Risen Runelord Spells below.Manifest Runelord's Polearm [one-action] (arcane) Requirements The risen runelord isn't holding a runelord's polearm; Effect The risen runelord causes their runelord's polearm to appear in one of their hands. The exact appearance of the polearm depends on the type wielded by the runelord in life, but these weapons are purely spiritual constructs that inflict mental damage on a Strike and vanish as soon as the risen runelord releases the weapon or dies.Mythic Power 3 Mythic Points
  • Recharge [one-action] (concentrate); Cost 1 Mythic Point; Effect The risen runelord regains an expended spell slot or can use Quickened Casting again.
  • Remove a Condition [one-action] (concentrate); Cost 1 Mythic Point; Effect The risen runelord ends one condition affecting them.
Quickened Casting [free-action] (concentrate, spellshape) Frequency once per day; Effect If the risen runelord's next action is to cast a cantrip or spell that's 4th-rank or lower, reduce the number of actions to cast it by 1 (minimum 1 action).Steady Spellcasting If a reaction would disrupt the risen runelord's spellcasting action, the risen runelord attempts a DC 15 flat check. On a success, the action isn't disrupted.

All Monsters in "Risen Runelord"

NameLevel
Risen Runelord11

Risen Runelord

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 90
Risen runelords are created by a powerful ritual invented by Runelord Xanderghul—a ritual called raise runelord. All risen runelords are at least level 11 creatures. Once created, a risen runelord has no capacity to become more powerful, as they are manifestations of their legacy at a specific point in time (although given enough time and resources, a risen runelord could potentially find a way to overcome this limitation on self-improvement).

A risen runelord has a modicum of free will, but as long as the one who created them via raise runelord lives, they're bound to their creator's desires. A risen runelord ordered to undertake obviously self-destructive actions might, at the GM's discretion, resist the command and could potentially even break free of their creator's control.

Since raise runelord draws upon a runelord's legacy as it exists within the Dreamlands, no risen runelord can ever sleep or dream. Xanderghul can use a risen runelord in a special way: he can use any risen runelord (including ones he didn't create) as a spare body. If he's slain, his soul can instantly jump to the closest risen runelord to replace them and continue the fight, unless the PCs can disable this defense during the second adventure in Revenge of the Runelords. Regardless of level, all risen runelords are mythic creatures and are immune to sleep effects.

Risen Runelord Spells

A risen runelord's prepared spells depend upon their sinful legacy. When creating higher-level risen runelords, use these selections as thematic guidelines when selecting higher-rank spells. A risen runelord prepares arcane spells but doesn't require a spellbook to do so, nor can they learn new spells—the spells they have prepared upon their creation are it. Envy Spells6th dispelling globe, repulsion; 5th banishment, dispel magic, veil of privacy; 4th planar tether, resist energy, unfettered movement; 3rd clairaudience, levitate, slow; 2nd blur, environmental endurance, see the unseen; 1st charm, command, fear; Cantrips (6th) daze, figment, light, read aura, shield

Gluttony Spells6th summon undead, vampiric exsanguination; 5th invoke spirits, toxic cloud, wave of despair; 4th grim tendrils, fly, vision of death; 3rd bind undead, slow, vampiric feast; 2nd blood vendetta, create food, ghostly carrier; 1st enfeeble, fear, goblin pox; Cantrips (6th) figment, frostbite, light, read aura, void warp

Greed Spells6th cursed metamorphosis, disintegrate; 5th elemental form, impaling spike, wall of stone; 4th aerial form, creation, fly; 3rd insect form, one with stone, wall of thorns; 2nd enlarge, humanoid form, shrink; 1st fleet step, mending, pest form; Cantrips (6th) gouging claw, light, read aura, shield, telekinetic projectile

Lust Spells6th dominate, never mind; 5th mind probe, sleep, subconscious suggestion; 4th confusion, nightmare, suggestion; 3rd dream message, enthrall, paralyze; 2nd blur, laughing fit, stupefy; 1st charm, command, fear; Cantrips (6th) daze, detect magic, light, prestidigitation, telekinetic hand

Pride Spells6th illusory creature, phantasmal calamity; 5th dizzying colors, hallucination, illusory scene; 4th invisibility, mirage, vision of death; 3rd illusory disguise, hypnotize, paralyze; 2nd blur, darkness, revealing light; 1st disguise magic, illusory object, phantasmal minion; Cantrips (6th) daze, figment, light, prestidigitation, sigil

Sloth Spells6th disintegrate, teleport; 5th sleep, slither, toxic cloud; 4th confusion, fly, translocate; 3rd cozy cabin, slow, wall of thorns; 2nd create food, marvelous mount, mist; 1st create water, gentle landing, sure strike; Cantrips (6th) daze, light, message, prestidigitation, telekinetic hand

Wrath Spells6th chain lightning, wall of force; 5th fireball, howling blizzard, wall of ice; 4th lightning bolt, thunderstrike, wall of fire; 3rd force barrage, haste, wall of wind; 2nd blazing bolt, noise blast, telekinetic maneuver; 1st breathe fire, gust of wind, tailwind; Cantrips (6th) caustic blast, electric arc, ignition, light, telekinetic projectile

Shelyn's Corner

×