Akki (Level 8)

Level 8
Creature· humanoidUniqueMediumRemaster
AC
24
HP
170
Speed
25 ft.
Perception
+15
Fort
+21
Ref
+16
Will
+14
Resistances mythic 4
Languages common, tengu
Senses low-light-vision
Skills athletics +21, intimidation +17, diplomacy +16
Recall Knowledge DC 34 (society)

Attacks

Melee Spear +20 (magical, reach 10 ft.), Damage 2d8+11 piercing
Melee Beak +19 (unarmed), Damage 1d6+11 piercing
Melee Lightning Cry +19 (air, electricity), Damage 2d10+11 electricity

Abilities

Quick Rageinteraction

When Akki rolls for initiative, provided she can perceive at least one foe, she can Rage as a free action.

Mythic Resilience (Fortitude)

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.

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 (Athletics)

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.

Rage

Requirements Akki isn't Fatigued or raging


Effect Akki taps into her inner fury and begins raging. She gains 12 temporary Hit Points. The rage lasts for 1 minute or until Akki falls Unconscious, whichever comes first. While raging, her melee Strikes deal an additional 6 electricity damage, and she can't use actions that have the concentrate trait, except for Seek. When Akki stops raging, she loses any remaining temporary Hit Points from Rage, and she can't gain temporary Hit Points from us

Shock and Awe

A creature critically hit by Akki's lightning cry Strike is Clumsy 1 and Stupefied 1 for 1 round.