Risen Runelord (Lust)
Level 11Attacks
Abilities
Cost 1 Mythic Point
Effect The risen runelord ends one condition affecting them.
A risen runelord may drink or eat for pleasure or entertainment, but they need not do so for nourishment and never suffer the effects of thirst or starvation.
The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
When a risen runelord is slain, their body and (if manifested) polearm vanishes 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 hammers the minds of nearby creatures. All creatures adjacent to a risen runelord during their vanishing death must succeed at a DC 27 will save or become Stupefied 1 for 24 hours (Stupefied 2 on a critical failure) as fragments of their own memories are temporarily scramb
Requirements The risen runelord isn't holding a runelord's polearm
Effect The risen runelord causes their runelord's polearm to appear in one of their hands. The exact appearance of the polearm depends on the type wielded by the runelord in life, but these weapons are purely spiritual constructs that inflict mental damage on a Strike and vanish as soon as the risen runelord releases the weapon or dies.
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Frequency once per day
Effect If the risen runelord'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).
Cost 1 Mythic Point
Effect The risen runelord regains an expended spell slot or can use Quickened Casting again.
If a reaction would disrupt the risen runelord's spellcasting action, the risen runelord attempts a DC 15 flat. On a success, the action isn't disrupted.
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.
Lust and Pride Of the seven sins, lust and pride are unique among the runelords for these sins were only ever represented by a single runelord—and both still live during the events of this Adventure Path. This may change once the events of Revenge of the Runelords come to a conclusion, in which case the sinful foci for lust and pride become potential options for risen runelords of Sorshen or Xanderghul, but during Revenge of the Runelords, no risen runelords of lust or pride can exist.
Risen Runelord Gear A risen runelord's polearm is an extension of their being and cannot exist without them, vanishing upon their death. This doesn't prevent a risen runelord from claiming, carrying, or using other items, and most higher-level risen runelords keep real magic items that remain behind after their death.