Eron of Jandelay

Level 13
Creature· monitorRareGargantuanRemaster
AC 34
HP 200 (fast healing 20)
Speed 30 ft.
Fort +24
Ref +22
Will +27
Perc +26
Size Gargantuan
Rare
Resistances acid 15, cold 15, fire 15, mythic 13, piercing 10, slashing 10
Languages aklo
Senses darkvision
Speeds 30 ft., climb 30 ft., fly 120 ft.
Skills athletics +27, acrobatics +24, thievery +24
Recall Knowledge arcana DC 36

Attacks

Melee Beak +27/+22/+17(fatal d12, magical, reach 25 ft.)
Damage: 3d10+14 piercing
Melee Claw +27/+23/+19(agile, magical, reach 20 ft.)
Damage: 3d8+14 slashing
Melee Iron Feather +24/+19/+14(magical, thrown 40 ft.)
Damage: 3d4+14 piercing

Abilities

Remove a Conditioninteraction(concentrate)

Cost 1 Mythic Point Effect The eron of Jandelay ends one condition affecting them.

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Fast Healing 20defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Frightful Presencedefensive(aura, emotion, fear, mental)

90 feet. DC 30 will A creature that critically fails a saving throw against an eron's frightful presence is Slowed 1 as long as they remain frightened. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.

Mythic Resilience (Fortitude)defensive

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.

Reactive Beakdefensive

The eron of Jandelay gains 2 reactions each round. It can still use only one reaction per trigger.

Reactive Strike (Beak Only)defensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Mythic Poweroffensive

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

Mythic Skilloffensive

Cost 1 Mythic Point Effect The eron of Jandelay attempts its next Acrobatics or Thievery skill check with a +4 bonus and is considered to have mythic proficiency for that check.

Snatch Prizeoffensive(manipulate)

The eron attempts to Steal an object from a creature, using the tips of its immense talons with shocking agility. The object must be 2 Bulk or less. If the creature with the target object is in combat or on guard, the eron can still try to Steal the object if it attempts its Thievery check at mythic proficiency.

Unbalancing Ripoffensive

Requirements The eron of Jandelay's last action was to damage a Large or smaller creature with a claw Strike

The eron rips at the required creature's flesh. That creature takes 1d8 persistent bleed damage and is Off-Guard until the start of the eron's next turn.

Description

Rarely seen, the erons of Jandelay serve an important function on their apocalyptic home plane. These spindly birdlike creatures tower over the landscape on seven thin legs, covered in ironlike feathers they can hurl with a flick of a wing. Scavengers and collectors, erons dispose of intrusive elements they discover on Jandelay, stashing them in nests for later assortment. Such detritus typically consist of dead adventurers and their gear; an eron won't hesitate to attack a living adventurer, though, and they make little distinction between living or dead "clutter" that doesn't belong.

Remnant Hunters

When an eron of Jandelay finds itself on a doomed world, they often seek out an eclectic list of items, remains, and sometimes even creatures from that planet, almost as if they were picking and choosing their favorite parts of that world before it is no more. Whether the planet is literally on its last days makes no difference to the visiting eron. To these ageless monitors, the actual timing of a world's end is irrelevant to their hunt. Sometimes, valuable scavenged treasures can be discovered amid larger objects or vehicles an eron has been carrying with it via telekinetic haul .