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Runelord Xanderghul

This creature's description may contain spoilers. Click to revealIn preparing to ascend to divinity, Xanderghul has sacrificed much, including the bulk of his magical items. Casting them aside as tools only a lesser mortal would need to prevail is all part of his pursuit of perfection. Many of the benefits these items once provided are now intrinsic qualities of the runelord himself. The one exception is Xanderghul's flawless hammer—while the weapon no longer functions fully as it once did (its intellect being among the many things Xanderghul consumed during his preparation for his new role as a god), it still serves as a +4 mythic striking greater astral greater extending quickstrike shockwave bec de corbin that retains its potent power even should Xanderghul be slain.

Elite | Normal | Weak
Proficiency without Level

Elite Runelord XanderghulCreature 26

Unique Medium Human Humanoid Mythic 
Source Pathfinder #221: Into the Apocalypse Archive pg. 92
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 52 (62 if Unique applies) • Humanoid (Society)
Runelord of Pride
Perception +43; darkvision, truesight
Languages Aklo, Azlanti, Diabolic, Draconic, Jotun, Necril, Shoanti, Thassilonian, Varisian; truespeech
Skills Acrobatics +44, Arcana +52, Athletics +42, Crafting +47, Deception +47, Diplomacy +45, Intimidation +47, Occultism +45, Religion +43, Society +47
Str +7, Dex +9, Con +10, Int +12, Wis +6, Cha +10
Items Xanderghul’s flawless hammer (see above)
AC 54; Fort +43, Ref +40, Will +47; War of Immortals 168)
HP 590; Immunities controlled, disease, spells and Strikes; Resistances mythic resistance 25
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 48 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 [reaction] (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.Sin Counterspell [reaction] (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.
Speed 30 feet, fly 40 feet
Melee [one-action] bec de corbin +47 [+42/+37] (razing, reach 10 feet, shove, versatile B), Damage 5d8+2+22 piercing plus 1d6 spiritRanged [one-action] waking dreams +49 [+44/+39] (mental, range increment 60 feet), Damage 7d6+2+15 mental plus vision of lossArcane Prepared Spells DC 53, attack +45 (+4 dmg); 10th duplicate foe, freeze time, mountain resilience; 9th detonate magic, duplicate foe, illusory creature, phantasmagoria; 8th desiccate, disappearance, dispel magic, vampiric exsanguination; 7th illusory creature, illusory disguise (×2), paralyze; 6th hallucination, mislead, phantasmal calamity, vision of death; 5th force barrage (×2), mirage, wave of despair; 4th confusion, flicker, invisibility, translocate; 3rd illusory disguise, vampiric feast (×3); 2nd laughing fit (×2), revealing light, see the unseen; 1st disguise magic, phantasmal minion, sure strike (×2); Cantrips (10th) daze, detect magic, figment, prestidigitation, sigil; Constant (10th) truesight, truespeech
Ego Boost When 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.Mythic Power 3 Mythic Points
  • Recharge [one-action] (concentrate) Cost 1 Mythic Point; Effect Xanderghul regains a previously cast spell.
  • Remove a Condition [one-action] (concentrate) Cost 1 Mythic Point; Effect Xanderghul ends one condition affecting him.
  • Reroll [free-action] (fortune) Cost 1 Mythic Point; Trigger Xanderghul fails a check; Effect Xanderghul rerolls the check.
  • Undying Myth [free-action] 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.
Quickened Casting [free-action] (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).Shuffle the Deck [free-action] (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 51 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 [free-action] (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 51 Will save or become stupefied 2 for 1 round (or stupefied 2 with an unlimited duration on a critical failure).

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