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Liralarue

This creature's description may contain spoilers. Click to revealIn the days of ancient Thassilon, Liralarue was apprenticed to Karzoug, the last Runelord of Greed. Today, she's perhaps best known not for how she served Karzoug, but how she turned away from him— if, that is, she's known of at all.

By all accounts a wizard of middling talent, Liralarue rose to prominence more for her cunning than skill with magic, eventually becoming Karzoug's spymaster during the later years of his reign. In that role, Liralarue constructed a secret intelligence-gathering complex on the borders of the neighboring nation of Bakrakhan, in a place modern residents of the Lost Coast call “the Pit.” The results of Liralarue's operation were exceptional, and over time, she expanded the Pit to house chambers hidden from her former mentor and devoted to her own interests, including the summoning of fiends and other extraplanar beings, clockwork technology, cloning, and fleshwarping techniques.

In a move unheard of among the wizards of her day, Liralarue abandoned the traditions of magic she'd learned as Karzoug's apprentice, shifting her focus to the neglected study of divination, and it was here that she came into her own. She created the Ghost Stone, a powerful divinatory device through which she saw a vision of the devastation wreaked by Earthfall. Spurred by this ill omen, she began to delve into Thassilon's deep history, eventually arriving at the belief that if King Xin had placed more faith in divinations and prognosticative magic, he might have foreseen his death at the hands of his treacherous runelords.

Soon, Liralarue determined that Thassilon needed an eighth school of magic—one focused on omens and building on the sin of vainglory. She worked to reverse engineer the Pit as an enormous runewell, a device the runelords had created to siphon power from the souls of mortals. Had Liralarue succeeded, the feat could've allowed her to save Thassilon from destruction, forever cementing her place as the nation's Eighth Runelord. As Earthfall neared, however, Liralarue came to suspect her power would be insufficient for such a daunting task. In her final days on Golarion, she was struck by the bitter realization that her efforts to foresee the future had only distracted her from developing her other magical talents, which ironically would've helped her avert the doom she'd come to dread.

With no nation of her own to leave behind, Liralarue chose to avoid Earthfall simply by traveling to the Dreamlands. For thousands of years, she drifted half-conscious through that dreamscape and was only stirred back to awareness by the metaphysical events that accompanied the advent of the Age of Lost Omens. Once more, Liralarue took an interest in Golarion, but to her surprise, she realized that the intervening centuries had transformed her into something made from dream, neither undead nor fully alive. Furthermore, although she could see all possible futures laid before her, she'd become detached from fate itself, incapable of manipulating the Universe except through the minds of sleeping mortals. If she wanted to play a role in Golarion's future once again, she would have to find a group of heroes to become her proxies, her agents, and indeed, her allies.

With no nation of her own to leave behind, Liralarue chose to avoid Earthfall simply by traveling to the Dreamlands. For thousands of years, she drifted half-conscious through that dreamscape and was only stirred back to awareness by the metaphysical events that accompanied the advent of the Age of Lost Omens. Once more, Liralarue took an interest in Golarion, but to her surprise, she realized that the intervening centuries had transformed her into something made from dream, neither undead nor fully alive. Furthermore, although she could see all possible futures laid before her, she'd become detached from fate itself, incapable of manipulating the Universe except through the minds of sleeping mortals. If she wanted to play a role in Golarion's future once again, she would have to find a group of heroes to become her proxies, her agents, and indeed, her allies.

Campaign Role

With Gorum's death and Xanderghul's subsequent return to Golarion, Liralarue decided the time was ripe for her revenge against the runelords who prevented her from achieving the glory she always felt she deserved. Toward this end, she empowered the PCs as her agents by awakening them to their mythic destinies at the beginning of the campaign. Doing so put her in direct conflict with the Ashen Man, who imprisoned Liralarue on Leng to prevent her from lending the characters further aid.

That is, until the PCs traveled to her prison and freed her. Though Liralarue can't exist outside the Dreamlands, after the PCs rescue her at the end of “Crypt of Runes,” she shares with them everything she knows about Xanderghul's return, the runelord's bid to destroy Golarion, and his connection to the Ashen Man, essentially kicking off this final adventure.

Liralarue remains a potent ally to the PCs through this entire Adventure Path. Once she's rescued from her oubliette in Leng, she settles into a dreamscape of her own creation that duplicates an area in Golarion that the party holds dear—be it a shared hometown, favorite tavern, or anywhere else. Any time the PCs sleep, they can extend their dreams into this dreamscape to speak with Liralarue, during which time she can aid in the following ways (in addition to specific aid she can provide during the adventure itself, as detailed in the appropriate encounter's text).

Elite | Normal | Weak
Proficiency without Level

Elite LiralarueCreature 21

Unique Medium Dream Human Humanoid 
Source Pathfinder #221: Into the Apocalypse Archive pg. 91
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 42 (52 if Unique applies) • Dream (Occultism, Occultism), Humanoid (Society)
Dream Phantom and Self-styled Eighth Runelord
Perception +37; truesight
Languages Aklo, Azlanti, Chthonian, Common, Diabolic, Draconic, Elven, Sakvroth, Thassilonian; telepathy 100 feet
Skills Arcana +42, Athletics +33, Crafting +40, Deception +38, Diplomacy +36, Fortune-Telling Lore +42, Intimidation +36, Occultism +40, Society +36
Str +5, Dex +7, Con +5, Int +10, Wis +9, Cha +8
Items +3 major striking greater astral greater extending vorpal naginata, +3 major striking greater astral greater extending vorpal naginata
AC 47; Fort +33, Ref +35, Will +38
HP 405; Immunities sleep
Living Dream Liralarue is made from solid dream-stuff. She no longer needs to sleep, breathe, eat, or drink. In return, she can’t further develop her powers or exist outside the Dimension of Dreams—if she’s forced out of the Dreamlands, she vanishes, then reappears 1 year later in the Dreamlands. She can be killed normally, but barring such an event, she could live forever as she no longer ages.Glimpse Uncertain Future
[reaction] (arcane, fortune) Requirements Liralarue isn’t stupefied; Trigger Liralarue fails a saving throw or attack roll; Effect Liralarue rerolls the saving throw or attack roll that triggered this reaction. She then experiences confusing visions of multiple futures all at once and becomes stupefied 1 until the end of her next turn.

Speed 25 feet, fly 40 feet
Melee [one-action] naginata +38 [+33/+28] (deadly d8, magical, reach, versatile P), Damage 4d8+2+13 slashing plus 1d6 spiritArcane Prepared Spells DC 49, attack +41 (+4 dmg); 10th manifestation, remake; 9th dispel magic, falling stars, foresight; 8th dream council, hidden mind, retrocognition; 7th force barrage, haste, project image; 6th never mind, scrying, teleport; 5th force barrage, sending, translocate; 4th clairvoyance, suggestion, unfettered movement; 3rd clairaudience, force barrage, mind reading; 2nd darkvision, dismantle, revealing light; 1st alarm, charm, fleet step; Cantrips (9th) daze, detect magic, light, message, prestidigitation
Arcane Innate Spells DC 49 (+4 dmg); 9th read omens (at will); Constant (9th) truesight
Beyond Dreams When Liralarue casts the following spells on a PC or an item they carry while they’re visiting her in dream, the lasting effects and results of that spell persist into the waking world: dispel magic, hidden mind, remake, and retrocognition.

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