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Risen Runelord Alaznist

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Elite | Normal | Weak
Proficiency without Level

Weak Risen Runelord AlaznistCreature 19

Unique Medium Dream Mythic 
Source Pathfinder #221: Into the Apocalypse Archive pg. 36
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 39 (49 if Unique applies) • Dream (Occultism, Occultism)
Variant female risen runelord
Perception +34
Languages Aklo, Common, Thassilonian
Skills Arcana +36, Crafting +34, Deception +32, Intimidation +36, Occultism +36, Society +32, Stealth +34
Str +6, Dex +8, Con +6, Int +10, Wis +8, Cha +8
Items wand of falling stars
AC 44; Fort +28, Ref +32, Will +34; mythic resilience (Reflex and Will)
HP 365; Immunities sleep; Resistances mythic resistance 10
Beyond Life A risen runelord never suffers the effects of thirst or starvation.Mythic Defenses Whenever an attacker rolls a critical hit against Alaznist, the attacker must reroll the attack roll and take the new result.Vanishing Death (arcane, mental) When risen Alaznist is slain, her body and (if manifested) polearm vanish 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 blasts at the minds of nearby creatures. All creatures adjacent to Alaznist during Vanishing Death must succeed at a DC 37 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 Alaznist fall to the ground.
Speed 25 feet
Melee [one-action] runelord’s polearm +34 [+29/+24] (magical, reach), Damage 4d12-2+16 mentalArcane Prepared Spells DC 40, attack +32 (-4 dmg); 10th cataclysm; 9th detonate magic, implosion, massacre; 8th arctic rift, desiccate, wall of force; 7th eclipse burst, fireball, warp mind; 6th chain lightning, disintegrate, vampiric exsanguination; 5th fireball, howling blizzard, wall of ice; 4th fly, lightning bolt, 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 (9th) caustic blast, electric arc, ignition, light, telekinetic projectile
Manifest Runelord's Polearm [one-action] (arcane) Requirement Alaznist is not holding a runelord's polearm; Effect Alaznist causes her polearm—a ranseur—to appear in one of her hands. This weapon is a purely spiritual construct that inflicts mental damage on a Strike and vanishes as soon as she releases the weapon or dies.Mythic Power 3 Mythic Points
  • Recharge [one-action] (concentrate) Cost 1 Mythic Point; Effect Alaznist regains an expended spell slot or can use Quickened Casting again.
  • Remove a Condition [one-action] (concentrate) Cost 1 Mythic Point; Effect Alaznist ends one condition affecting her.
  • Undying Myth [free-action] Cost all of Alaznist's Mythic Points; Trigger Alaznist would die and has at least 1 Mythic Point; Effect Alaznist remains standing and conscious and recovers 193 Hit Points.
Quickened Casting [free-action] (concentrate, spellshape) Frequency once per day; Effect If Alaznist'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).

All Monsters in "Risen Runelord"

NameLevel
Risen Runelord11
Risen Runelord Aethusa Ii18
Risen Runelord Alaznist20
Risen Runelord Haphrama16

Risen Runelord

Source Pathfinder #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

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