Runelord Xanderghul

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

Attacks

Melee Bec de Corbin +45/+40/+35(razing, reach 10 ft., shove, versatile B)
Damage: 1d6 spirit + 5d8+22 piercing
Ranged Waking Dreams +47/+42/+37 (range 60 ft.)(mental)
Damage: 7d6+15 mental
Effect: vision of loss

Abilities

Remove a Conditioninteraction(concentrate)

Cost 1 Mythic Point Effect Xanderghul ends one condition affecting him.

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.

Air of Delusiondefensive(aura, illusion, mental)

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 Dodefensive(arcane, illusion)

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 mental and visual traits, and all observers save the duplicated foe become Off-Guard to Xanderghul until the end of his next turn.

Mythic Resilience (Fortitude and Will)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.

Sin Counterspelldefensive(arcane)

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 +42 counteract modifier and a counteract rank of 10.

Undying Mythdefensive

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 Boostoffensive

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 Castingoffensive(concentrate, spellshape)

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).

Rechargeoffensive(concentrate)

Cost 1 Mythic Point Effect Xanderghul regains a previously cast spell.

Rerolloffensive(fortune)

Cost 1 Mythic Point Trigger Xanderghul fails a check Effect Xanderghul rerolls the check.

Shuffle the Deckoffensive(illusion, mental, visual)

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 to occupy, must be able to bear its weight, and cannot be difficult or hazardous terrain), but no other creature is tricked. Failure As success (but the new space Xanderghul has the target Step into can be difficult or hazardous terrain), but other creatures lose track of who is who. They are Off-Guard to Xanderghul for 1 round. The next time someone targets either the illusory PC (who is Xanderghul) or the real PC must randomly determine which of the two figures they target. Critical Failure As failure, but Xanderghul can cause the PC to Step into an area incapable of holding their weight (such as into the swirling mists of Jandelay), and all attempts to target either are randomly determined until the start of Xanderghul's next turn.

Sovereign of the Falseoffensive(concentrate)

Frequency once per round Effect Xanderghul Sustains one spell with the illusion trait.

Vision of Lossoffensive(illusion, mental)

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).