Runelord Xanderghul

Level 25
Creature· humanUniqueMediumRemaster
AC
52
HP
560
Speed
30 ft.
Perception
+41
Fort
+41
Ref
+38
Will
+45
Immunities controlled, disease
Resistances mental 25, mythic 25
Languages aklo, azlanti, diabolic, draconic, jotun, necril, shoanti, thassilonian, varisian
Senses darkvision, truesight 60 ft.
Skills arcana +50, crafting +45, deception +45, intimidation +45, society +45, diplomacy +43, occultism +43, acrobatics +42, religion +41, athletics +40
Other Speeds fly 40 ft.
Recall Knowledge DC 60 (society)

Attacks

Melee Bec de Corbin +45 (razing, reach 10 ft., shove, versatile-b), Damage 1d6 spirit plus 5d8+22 piercing
Melee Waking Dreams +47 (mental), Damage 7d6+15 mental

Abilities

Remove a Conditioninteraction

Cost 1 Mythic Point


Effect Xanderghul ends one condition affecting him.

Constant Spellsinteraction
Air of Delusion

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 46 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

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 me

Mythic Resilience (Fortitude and Will)

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.

Sin Counterspell

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 counteract modifier and a counteract rank of 10.

Undying Myth

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.

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.

Quickened Casting

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).

Recharge

Cost 1 Mythic Point


Effect Xanderghul regains a previously cast spell.

Reroll

Cost 1 Mythic Point

Trigger Xanderghul fails a check


Effect Xanderghul rerolls the check.

Shuffle the Deck

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 49 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

Sovereign of the False

Frequency once per round


Effect Xanderghul Sustains one spell with the illusion trait.

Vision of Loss

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 49 will save or become Stupefied 2 for 1 round (or stupefied 2 with an unlimited duration on a critical failure).