Amnerion

Level 22
Creature· gigasUniqueGargantuanRemaster
AC
48
HP
540
Speed
35 ft.
Perception
+43
Fort
+39
Ref
+33
Will
+36
Immunities death-effects, disease, mental, poison
Resistances mythic 11
Languages common, chthonian, diabolic, empyrean, requian
Senses darkvision, lifesense 100 ft. (imprecise)
Skills crafting +44, athletics +43, occultism +42, religion +42, intimidation +40, society +40, arcana +37, diplomacy +37
Recall Knowledge DC 54 (society)

Attacks

Melee Trident +42 (magical, reach 20 ft.), Damage 4d8+24 piercing
Melee Trident +42 (magical, thrown 20 ft.), Damage 4d8+24 piercing
Melee Fist +39 (agile, reach 15 ft., unarmed), Damage 4d10+24 bludgeoning
Melee Living Architecture +39 (agile), Damage 4d8+22 bludgeoning

Abilities

Remove a Conditioninteraction

Cost 1 Mythic Point


Effect The creature ends one condition affecting it.

Constant Spellsinteraction
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
Undying Myth

Cost all the creature's Mythic Points

Trigger The creature would die and has at least 1 Mythic Point


Effect The creature remains standing and conscious, and recovers 50% of its maximum Hit Points.

Call Upon the Dead◆◆◆

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 47 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

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Mythic Skill (Crafting or Occultism)

Cost 1 Mythic Point


Effect The creature attempts its next skill check with a +4 bonus and is considered to have mythic proficiency for that check.

Punish Soul◆◆

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 48 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◆◆◆

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.

Recharge

Cost 1 Mythic Point


Effect The creature gains one additional use of a spell or ability that is normally only available a limited number of times. For example, a spellcaster can regain an expended slot or use an ability with a frequency of once per day again.

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.