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Amnerion

Like eddies swirling in a ship's wake, mighty giants known as gigas arose from the titans' footsteps and feats. Such a gigas also coalesced from the Sangeh's blood when Gorum-inflicted wounds felled her among the Iblydan isles. Born of violence, this particular gigas's first thoughts were filled with terror. They dove deep beneath the waves to escape, letting the currents guide them to safety as they drifted in and out of consciousness. Sangeh's blood hadn't only formed the gigas; it had also eaten a figurative hole in reality, sweeping the gigas along the River of Souls and ultimately to a recess in Pharasma's Spire.

The stark, bone-white realm instinctively offended this gigas, whose very body had formed from the blood of the titan of artistry. Such a canvas needed beauty. They set to expanding and beautifying the space, at the same time experimenting with a name for themself before settling on Amnerion. As souls of Iblydan dead drifted to the cavern, caught up in the same pathway Amnerion had traveled, the gigas recruited the shades in myriad building projects to create a wondrous afterlife realm. The population swelled, the realm grew, Amnerion's mythic power seeped into the rock, and adoring shades called their new home Amneros in their ruler's honor.

However, the paradise escaped neither conflict nor notice. The first threat came from rebellious shades whose mortal lives had been ruled by malice and vice. They began reliving their old crimes among Amneros's unsuspecting populace and (worst of all) vandalizing the realm's public art. Furious, Amnerion banished them to a far corner of their realm, which they gradually reinforced to ensure the troublemakers wouldn't escape.

Next came the hags, who curiously followed the wayward souls that veered down a hitherto unknown rivulet of the River of Souls. Greedily, they raided Amneros. Unable to defend all their city's fronts, Amnerion recruited a militia of shades, shaping them into powerful guardians, like the keribos and eumenids, to chase off invaders. The clashes then attracted an even stronger force: Pharasma herself.

Compared to the number of souls traveling to her for final judgement, the number who migrated instead to Amneros was miniscule. Over time, however, Pharasma's agents discovered and tracked down the discrepancy. Deeming it worthy of her personal attention, Pharasma manifested an avatar in Amnerion's throne room. The gigas had imagined such a moment would come and knew they could not withstand the Lady of Graves through force. Amnerion instead proposed a compromise: allow the souls of Iblydos to spend time in Amneros until their memories faded. They could then rejoin the River of Souls—their time was a diversion from the flow of that body, not a destination. It was, by this time, a thriving part of Iblydos' belief systems, after all, and to disrupt it would be traumatic. Pharasma would still receive the souls eventually.

Pharasma saw merit in this compromise, but made a further condition: Amnerion could not leave their realm nor could souls from outside Iblydos rest there. The gigas agreed to not leave as long as they could remain there as lord until their work was done. Pharasma, perhaps amused, but certainly uninterested in a time-wasting conflict, agreed. Amnerion could not die until the last shade left Amneros. She even agreed to divert a trickle of the River Styx from the base of her spire in the Boneyard to form a moat at the city's gates. While this meant the souls would move on faster than they'd planned, Amnerion knew they weren't in any position to push farther.

Today Amnerion continues to do the work they have for so long, assisting shades in the transition to death and helping them let go of their lives, all while sheltering them from outside invaders.

Recall Knowledge - Humanoid (Society): DC 54
Unspecific Lore: DC 52
Specific Lore: DC 49

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite AmnerionCreature 23

Unique Gargantuan Gigas Humanoid Mythic 
Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 88
Perception +45; darkvision, lifesense 100 feet, truesight
Languages Chthonian, Common, Diabolic, Empyrean, Requian; truespeech
Skills Arcana +39, Athletics +45, Crafting +46, Diplomacy +39, Iblydos Lore +47, Intimidation +42, Occultism +44, Religion +44, Society +42
Str +11, Dex +8, Con +10, Int +6, Wis +10, Cha +6
Items +3 ghost touch major striking trident
AC 50 mythic defenses; Fort +41, Ref +35, Will +38; mythic resilience (Fort and Will)
HP 570; Immunities death effects, disease, mental, poison
Imprisoned Immortality If killed or otherwise permanently incapacitated (such as petrified), Amnerion returns to life and appears on their throne, fully healed with all conditions removed and with full uses of their spells and abilities 24 hours later. Only if all the shades in Amneros are gone can Amnerion be permanently killed.Master of Amneros While in Amneros, Amnerion can command the realm's very environment and architecture to animate, twist, and defend them. This allows them to make living architecture Strikes. In addition, Amnerion can Take Cover as a free action once per round, willing nearby obstacles to stretch and shield them from harm.Reactive Strike [reaction]
Speed 35 feet; realm step
Melee [one-action] trident +44 [+39/+34] (reach 20 feet, thrown 20 feet), Damage 4d8+2+24 piercingMelee [one-action] fist +41 [+37/+33] (agile, reach 15 feet), Damage 4d10+2+24Ranged [one-action] living architecture +41 [+37/+33] (agile, range 500 feet), Damage 4d8+2+22 bludgeoningOccult Innate Spells DC 49, attack +39 (+4 dmg); 10th freeze time; 9th manifestation, overwhelming presence (at will), unfathomable song; 8th canticle of everlasting grief, disappearance (at will; self only), spirit song, unrelenting observation (at will; within Amneros only); Constant (5th) truespeech
Call Upon the Dead [three-actions] Amnerion calls out for aid from their subjects, whose spirits appear and strike all enemies within a 60-foot burst. Each creature in the area must attempt a DC 49 Fortitude save.
Critical Success The creature takes 4d8 spirit damage.
Success As critical success and the creature is drained 1.
Failure The creature takes 8d8 spirit damage and is drained 2.
Critical Failure The creature takes 12d8 spirit damage, is drained 2, and is doomed 1.
Mythic Power 3 Mythic Points. These abilities are further detailed here.
  • Mythic Skill [free-action] Cost 1 Mythic Point; Crafting or Occultism
  • Recharge [one-action] (concentrate) Cost 1 Mythic Point; Effect Amnerion regains one spell.
  • Remove a Condition [one-action] (concentrate) Cost 1 Mythic Point; Effect Amnerion ends one condition affecting them.
  • Undying Myth [free-action] Cost All Amnerion's Mythic Points; Trigger Amnerion would die and has at least 1 Mythic Point Effect They remain conscious and regain 270 HP.
Punish Soul [two-actions] (teleportation) Amnerion moves up to twice their speed and makes a melee Strike against a target within reach. If the attack hits, it does no damage and the creature must attempt a DC 50 Will save.
Critical Success The target is stunned 2.
Success The target is stunned 4.
Failure The target is immediately teleported to a prison cell in Bothros, the place of punishment in Amneros.
Critical Failure As failure and the creature is stunned 2 for 1 hour.
Realm Step [three-actions] (teleportation) Amnerion disappears and reappears instantaneously at any location within Amneros. They can then immediately Seek, Step, Stride, or Recall Knowledge, typically in response to whatever awaits them at their destination.Self-Imprisoned Amnerion cannot leave Amneros, nor can they be forced or compelled to depart by any means until either they receive Pharasma's permission or there are no more shades in Amneros.