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Well, word from Paizo is that Xanderghul and Zutha will not be statted in the last volumes of Return of the Runelords. As they are both canonically dead after the last two adventures, it is very unlikely that we will see either of these characters at the peak of their power. This strikes me as a minor tragedy, as these two have been built up as some of the zaniest villains in all Golarian and the idea of fighting them seems fun for a lot of players. Hence, not one to let a void like this remain, I statted up the arrogant p**** Runelord of Pride for any of you to try your hands against.
For those of you who are wondering why this guy is so spectacularly powerful, I'll describe why I made him CR 30. We know that Tar-Baphom is CR 26, and the fact that he derived his power from Zutha implies that peak Zutha must be substantially stronger (probably CR 28 or so). The fact that Zutha is considered weaker than Sorshen makes Sorshen at least CR 29 by this logic, and that leaves Xanderghul at CR 30.
I tried to cling to the original statblock from Temple of the Peacock Spirit as much as I could, which meant sticking to some less-than-optimal feat choices on several occasions.
I am only partially responsible for the TPKs this monster may cause
XANDERGHUL CR 30/MR 10
XP 9,830,400
Male inveigler shadow lord suzerain human (pureblood Azlanti) illusionist (thassilonian specialist) 20/archmage 10
LE Medium outsider (augmented humanoid, human)
Init +31M Amazing Initiative; Senses arcane sight, darkvision 60 ft., low-light vision, see invisibility, see in darkness; Perception +32
AuraDauntless Courage, Enchanting Presence (DC 39), Mythic Presence (DC 39)
-----DEFENSE-----
AC 43, touch 28, flat-footed 30 (+10 armor, +13 Dex, +1 insight, +5 natural, +4 morale, +19 deflection when moving)
hp 372 (20d6+300)
Fort +26, Ref +29, [/b]Will +29;
[b]Defensive Abilities dauntless courage, enshrined, force of will, incorporeal step, immortal, legendary hero, longevity, mythic saving throws, pure body, recuperation, shadow blend, unstoppable; DR 20/magic; Immune disease, fear, poison Resist cold 30, electricity 30; SR 33, 35 vs arcane spells
-----OFFENSE-----
Speed 40 ft.
Melee Xanderghul’s Flawless Hammer +47/+42 (1d12+20 plus 2d6 vs. chaotic), touch +22 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Special attacks arcane metamastery, born to lead, channel power, charming falsehood, cloying gloom blast (DC 39), competent caster, divine source, enchanting presence (DC 39), mirror dodge, mythic craft, mythic power (13/day, Surge +1d12), mythic presence (DC 39), resilient arcana, resilient illusions, tangible illusion, true archmage, wild arcana
Illusionist Spell-Like Abilities (CL 15th; concentration +39)
At will—invisibility field (20 rounds/day)
19/day—blinding ray
Shadow Lord Spell-Like Abilities (CL 20th; concentration +39)
At will—ray of sickening;
3/day—shadow conjuration, shadow step;
1/day—greater shadow conjuration, shadow walk.
Illusionist Spells Prepared (CL 20th; concentration +39)
9th—astral projection, energy drain, greater shadow transmutation, icy prison (DC 38), impenetrable veil, mage’s disjunction (DC 38), prismatic sphere (DC 38), shades (2) (DC 40), wishM (DC 38)
8th—demand (DC 37), irresistible dance (DC 37), mind blank, moment of prescience, prediction of failure (DC 37), prismatic wall (DC 37), quickened greater invisibility, quickened shadow step, scintillating pattern (2)
7th—finger of deathM (DC 36), mage’s sword, permanent hallucination, prismatic sprayM (2, DC 36), project image (2, DC 38), quickened dispel magic, sequester, subjective reality, waves of exhaustion
6th—antimagic fieldM, baleful shadow transmutation (DC 37), greater dispel magic, greater illusion of treachery (DC 37), mass suggestion (DC 35), mislead (2, DC 37), programmed image (DC 37), quickened mirror image (2), shadow walk
5th—dismissal (DC 34), hold monster (DC 34), impossible angles, mirage arcana, phantasmal web (DC 36), quickened magic missileM (2), seeming (DC 36), shadow evocation (2, DC 36), wall of force
4th—ball lightning (DC 33), charm monster (DC 33), confusion (DC 33), dreadscape (DC 35), greater invisibility (2), illusory wall (DC 35), mindwipeOA (3, DC 33), shadow conjuration, horrific doubles, shadow step, enervation, heroismM
3rd—dispel magic, fireballM (DC 32), illusory script (DC 34), lightning bolt (DC 32), major image (2, DC 34), nondetection, suggestion (DC 32), vampiric touch, vision of hell (DC 34), wall of nausea (DC 34)
2nd—blur, haunting mists (DC 33), invisibilityM (3), jitterbugs (DC 33), minor image (2, DC 33), resist energy, shadow anchor, touch of idiocy (2)
1st—Dazzling Blade (DC 32), disguise self, Illusion of Calm (DC 32), magic missileM (4), ray of enfeeblement (DC 30), shield, silent image (2, DC 32), vanish
0 (at will)—arcane mark, dancing lights, prestidigitation, read magic
Thassilonian Specialization illusion; Opposition Schools conjuration, transmutation
-----STATISTICS-----
Str 24, Dex 36, Con 30, Int 48, Wis 25, Cha 48
Base Atk +10; CMB +36; CMD 59
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Deceitful, Eschew Materials, Extra Path AbilityM, Fabulous FigmentsM, Greater Spell Focus (illusion), Improved Feint, Improved InitiativeM, Iron Will, Leadership, Martial Weapon Proficiency (lucerne hammer), Mythic Spell LoreM, Quicken Spell, Scribe Scroll, Spell FocusM (illusion), Toughness
Skills Acrobatics +38, Bluff +63, Craft (clothing, tattoos, weapons) +40, Disguise +48, Diplomacy +69, Fly +38, Intimidate +50, Knowledge (all) +47, Perception +32, Sense Motive +32, Sleight of Hand +20, Spellcraft +47, Use Magic Device +44
Languages Aboleth, Azlanti, Draconic, Giant, Infernal, Necril, Shoanti, Thassilonian, Varisian
SQ arcane bond (Xanderghul’s Flawless Hammer), exceptional statistics, extended illusions (10 rounds), hidden enchantment, inspiring example, knowledge is power, permanent spells, planar thinning, shadow gear, stirring speech, taken to the grave, undetectable nature, undetectable thoughts
Shadow Gear Xanderghul’s Flawless Hammer (currently contains touch of idiocy), amulet of natural armor +5, authoritative metamagic rod, belt of Physical Perfection +6, bracers of armor +10, crystal ball, dusty rose prism ioun stone, greater persistent metamagic rod, handy haversack, headband of mental superiority +6, mantle of the peacock lord, pale green prism ioun stone, ring of freedom of movement, ring of wizardry IV, Sihedron Tome, 15k of Diamond Dust for Wish spell
-----SPECIAL ABILITIES-----
Born to Lead (Ex) So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do. These bonuses are integrated into Xanderghul’s stats already.
Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1).
Charming Falsehood (Su) Once per day, an inveigler can tell a lie so convincing that it enchants a single creature that hears it. The inveigler need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view the inveigler as a trusted friend or that would make it likely to follow the inveigler’s orders, but it can be as outlandish as the inveigler wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by the inveigler’s Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level equals inveigler’s character level). Failure by 5 or more means the inveigler has dominated the target as though using the dominate monster spell (caster level equals inveigler’s character level). Charming falsehood is a sonic, mind-affecting charm effect.
Cloying Gloom Blast (Su) Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord’s Hit Dice) and are blinded for the duration of the slow effect.
Dauntless Courage (Ex) A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects.
Divine Source (Su) Xanderghul can grant divine spells. This does not require any specific action on his behalf. He grants access to the domains of Evil, Law, and Trickery and to the subdomains of Deception and Tyranny. His symbol is a peacock feather with an eye inside, and his favored weapon is the lucerne hammer.
Enchanting Presence (Su) The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based.
Enshrined (Ex) As long as the Peacock Shrine in area O3 remains active, if Xanderghul is slain, his body and shadow gear vanish, only to be restored in area O3 after 1 minute. Being restored in this manner otherwise functions as true resurrection. If Xanderghul is slain while this Peacock Shrine is inactive, he dies normally and his shadow gear dissipates into nothing.
Exceptional Statistics (Ex) Xanderghul’s ability scores were generated using a 25-point buy, and he has a +5 inherent bonus to all six ability scores. This increases his final CR to 17. Permanent Spells (Sp) Xanderghul has these permanent spells: arcane sight, see invisibility, and tongues.
Hidden Enchantment (Su) When the inveigler uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine the influence over the target takes a –15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.
Incorporeal Step (Su) When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.
Inspiring Example (Ex) Each ally within 60 feet of the suzerain that can see or hear it gains a morale bonus equal to the suzerain’s Charisma modifier on all attack and damage rolls, checks, and saves so long as the suzerain is alive or not destroyed.
Mythic Contingencies (Sp) When Xanderghul shouts “know your place!” in Thassilonian (a free action), the following spells activate on him with maximum possible mythic augmentation: Globe of Invulnerability, Heroism, Shield, and Horrific Doubles. When Xanderghul shouts “face me!”, it activates a mythic antimagic field which does not suppress illusion spells. When Xanderghul shouts “enough!”, a prismatic sphere activates centered on him.
Planar Thinning (Su) Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord’s Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
Shadow Gear (Su) Xanderghul carries shadowy duplicates of his favorite possessions, including a Sihedron Tome. These items function normally in all ways, save that if Xanderghul is killed, the items vanish along with his body. The Sihedron Tome functions as Xanderghul’s spellbook, and it contains all of his prepared spells as well as all sorcerer/ wizard spells (save those of the schools of conjuration and transmutation) from the Pathfinder RPG Core Rulebook (at your discretion, it might contain more spells than these). The Sihedron Tome allows Xanderghul to prepare additional spells as if his Intelligence score were 6 points higher.
Stirring Speech (Su) As a standard action, a suzerain creature can inspire greatness (as the bard ability) in its allies within 30 ft. a number of times per day equal to its Charisma bonus.
Taken to the Grave (Su) When speak with dead is used on the corpse or head of an inveigler, it tells nothing but lies. Only a wish or miracle spell used to mimic speak with dead can pry the truth from the dead body of an inveigler.
Truth Be Told (Su) Magic used to determine whether an inveigler is telling the truth reveals its lies only if the inveigler would wish its words to be construed as a lie. This ability affects even spells such as detect lie, zone of truth, and more powerful spells such as wish or miracle. Other creatures that are asked about the truth of what an inveigler says can represent the truth normally, so spells such as commune can allow characters to discover the truth, provided the creatures interviewed are privy to that truth.
Undetectable Nature (Su) Magical effects used to determine an inveigler’s alignment or true form automatically reveal it to be the same as that of the creature doing the detecting. If the inveigler is aware of the attempt, it can cause the magic to reveal any alignment it chooses. This ability also protects the inveigler from spells that detect only certain alignment components, such as detect evil. It defeats even true seeing, but a wish or miracle spell used to learn about the inveigler (even by mimicking a lesser spell) reveals the truth. .
Undetectable Thoughts (Su) Whenever a creature attempts to detect the inveigler’s thoughts (with a detect thoughts spell, for example), the inveigler is immediately aware of the attempt and can cause the effect to reveal any thoughts it chooses. A wish or miracle spell used to mimic detect thoughts or a similar effect reveals the inveigler’s true thoughts.
MANTLE OF THE PEACOCK LORD
Aura overwhelming abjuration and illusion; CL 20th
Slot shoulders; Weight 5 lbs.
-----DESCRIPTION-----
Xanderghul’s infamous feather-decorated mantle has long defined the Runelord’s image, it’s vibrant feathers and immaculately-woven fabrics acting as the centerpiece of the legendary wizard’s striking silhouette. Of course, even the Runelord of Pride wouldn’t decorate himself with such a garment were it not also phenomenally potent. The Mantle of the Peacock Lord provides a +5 resistance bonus on all saving throws and constantly affects the wearer with a displacement spell. In addition, illusions created by the mantle or its wearer are not bypassed by True Seeing or similar effects. Finally, any effects that the wearer creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 20% more real (to a maximum of 100% real).
-----DESTRUCTION-----
To destroy the Mantle of the Peacock Lord, one must wind the mantle around the loins of an inverted giant who knows Xanderghul’s most ancient and horrible secret. At this point, the mantle crumbles into dust and its feathers scatter to the winds.
Xanderghul’s Flawless Hammer
Aura overwhelming illusion [evil]; CL 20th
Slot none; Weight 18 lbs.
-----CONSTRUCTION-----
Alignment LE; Ego 28
Senses 120 ft. blindsense, darkvision, hearing
Int 20, Wis 20, Cha 20
Communication read languages, read magic, speech, telepathy
Languages Thassilonian
Speed fly 30 ft. (good)
Lesser Powers dispel magic (3/day), modify memory (3/day)
Special Purpose defend Xanderghul and those who serve him; Dedicated Power true strike (targets wielder, constant)
-----DESCRIPTION-----
Soon after the founding of Thassilon, the ancient emperor Xin crafted the Alara’quin, seven icons symbolizing the runelords’ mastery of rune magic and dominance over their respective domains. Xanderghul, too egotistical to utilize a weapon given to him by others, made numerous modifications to his weapon to improve it. This +5 Axiomatic Ghost Touch Heartseeker Spell Storing Lucerne Hammer is made from a strange alloy of starmetals that enables it to overcome all forms of damage reduction and utilize its Heartseeker Property even on creatures that lack hearts.
The weapon was originally created to uphold the prestige of its wielder and their actions, with Xin believing that a leader must always be a figure that followers can look up to. In the hands of a dignified and refined wielder (criteria which have been warped to include only Xanderghul), the weapon will embolden its wielder with assurances of their poise and worthiness, pointing out potential vulnerabilities in their reputation and offering guidance on how to safeguard against humiliation or insults. In the hands of anyone else, the weapon will constantly nettle and mock the wielder for all of their weaknesses and imperfections, constantly informing the wielder of how little their companions think of them.
-----DESTRUCTION-----
Xanderghul’s Flawless Hammer can be destroyed by hurling it into a star while it is encased within a Prismatic Sphere.

Potato disciple |

James once said that Xanderghul is CR 28 (wizard 20 / archamge 10) and that Sorshen is CR 26 (wizard 20 / trickster 8) with both of them having Exceptional stats (25 point-buy and gear as a PC) to raise ther CR by 2.
Besides:
* I like a lot what you did with the artifacts - I would never have thought of stating his iconic mantle!
* The stat block is kind of cluttered by the ridiculous amount of templates he has (usually, the abilities from templates and classes are left out of an NPC stat block).
* Good job on the contigencies! Looks exactly like the type of contigencies an ultra-arrogant demigod would have.
* a Charisma score of 48 is way, way too high in my opinion. Nocticula, former demon lady of succubi, had 40, and while he'd hate to admit it, Xanderghul is not nearly as sexy ;)
* Xanderghul is not even a demigod, let alone an outsider! He's a very powerful wizard, perhaps the most powerful one, but he's "mearly" a mythic hero with the Divine Source ability alowing him to grant spells to his worshippers.
All in all, great effort. The maths must be nuts!

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James once said that Xanderghul is CR 28 (wizard 20 / archamge 10) and that Sorshen is CR 26 (wizard 20 / trickster 8) with both of them having Exceptional stats (25 point-buy and gear as a PC) to raise ther CR by 2.
Besides:
* I like a lot what you did with the artifacts - I would never have thought of stating his iconic mantle!
* The stat block is kind of cluttered by the ridiculous amount of templates he has (usually, the abilities from templates and classes are left out of an NPC stat block).
* Good job on the contigencies! Looks exactly like the type of contigencies an ultra-arrogant demigod would have.
* a Charisma score of 48 is way, way too high in my opinion. Nocticula, former demon lady of succubi, had 40, and while he'd hate to admit it, Xanderghul is not nearly as sexy ;)
* Xanderghul is not even a demigod, let alone an outsider! He's a very powerful wizard, perhaps the most powerful one, but he's "mearly" a mythic hero with the Divine Source ability alowing him to grant spells to his worshippers.
All in all, great effort. The maths must be nuts!
Xanderghul had the Shadow template in Return of the Runelords (where the outsider type came from), so I thought that giving him the Shadow Lord template would make sense. If you want, I could probably throw together a version without inveigler and suzerain, which would be CR 28 and have a more manageable charisma score of 36.

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CR 28 Xanderghul here:
XANDERGHUL CR 28/MR 10
XP 4,920,000
Male shadow lord human (pureblood Azlanti) illusionist (thassilonian specialist) 20/archmage 10
LE Medium outsider (augmented humanoid, human)
Init +31M Amazing Initiative; Senses arcane sight, darkvision 60 ft., low-light vision, see invisibility, see in darkness; Perception +26
AuraMythic Presence (DC 33)
-----DEFENSE-----
AC 38, touch 23, flat-footed 25 (+10 armor, +13 Dex, +5 natural, +13 deflection when moving)
hp 372 (20d6+300)
Fort +22, Ref +25, Will +23;
Defensive Abilities enshrined, force of will, incorporeal step, immortal, legendary hero, longevity, mythic saving throws, pure body, recuperation, shadow blend, unstoppable; DR 20/magic; Immune disease, fear, poison Resist cold 30, electricity 30; SR 33, 35 vs arcane spells
-----OFFENSE-----
Speed 30 ft.
Melee Xanderghul’s Flawless Hammer +43/+38 (1d12+16 plus 2d6 vs. chaotic), touch +18 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Special attacks arcane metamastery, channel power, cloying gloom blast (DC 33), competent caster, divine source, mirror dodge, mythic craft, mythic power (13/day, Surge +1d12), mythic presence (DC 33), resilient arcana, resilient illusions, tangible illusion, true archmage, wild arcana
Illusionist Spell-Like Abilities (CL 15th; concentration +35)
At will—invisibility field (20 rounds/day)
19/day—blinding ray
Shadow Lord Spell-Like Abilities (CL 20th; concentration +33)
At will—ray of sickening;
3/day—shadow conjuration, shadow step;
1/day—greater shadow conjuration, shadow walk.
Illusionist Spells Prepared (CL 20th; concentration +35)
9th—energy drain, greater shadow transmutation, icy prison (DC 34), mage’s disjunction (DC 34), prismatic sphere (DC 34), shades (2) (DC 36), wishM (DC 34)
8th—demand (DC 33), mind blank, prediction of failure (DC 33), prismatic wall (DC 33), quickened greater invisibility, quickened shadow step, scintillating pattern (2)
7th—finger of deathM (DC 32), mage’s sword, permanent hallucination (DC 34), prismatic sprayM (2, DC 32), project image (2, DC 34), quickened dispel magic, subjective reality
6th—antimagic fieldM, greater dispel magic, greater illusion of treachery (DC 33), mass suggestion (DC 31), mislead (2, DC 33), quickened mirror image (2), shadow walk
5th—hold monster (DC 30), mirage arcana (DC 32), phantasmal web (DC 32), quickened magic missileM (2), seeming (DC 32), shadow evocation (2, DC 32), wall of force
4th—ball lightning (DC 29), charm monster (DC 29), confusion (DC 29), greater invisibility (2), illusory wall (DC 35), mindwipe (2, DC 29), shadow conjuration, horrific doubles (DC 31), shadow step, enervation, heroismM
3rd—dispel magic, fireballM (DC 28), illusory script (DC 30), lightning bolt (DC 28), major image (2, DC 30), nondetection, suggestion (DC 28), vampiric touch, vision of hell (DC 30)
2nd—blur, haunting mists (DC 29), invisibilityM (2), minor image (2, DC 29), resist energy, shadow anchor, touch of idiocy (2)
1st—disguise self, Illusion of Calm (DC 28), magic missileM (3), ray of enfeeblement (DC 26), shield, silent image (2, DC 28), vanish
0 (at will)—arcane mark, dancing lights, prestidigitation, read magic
Thassilonian Specialization illusion; Opposition Schools conjuration, transmutation
-----STATISTICS-----
Str 24, Dex 36, Con 30, Int 40, Wis 21, Cha 36
Base Atk +10; CMB +32; CMD 55
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Deceitful, Eschew Materials, Extra Path AbilityM, Fabulous FigmentsM, Greater Spell Focus (illusion), Improved InitiativeM, Martial Weapon Proficiency (lucerne hammer), Mythic Spell LoreM, Quicken Spell, Scribe Scroll, Spell FocusM (illusion), Toughness
Skills Acrobatics +34, Bluff +38, Craft (alchemy) +39, Craft (clothing, tattoos, weapons) +39, Disguise +38, Fly +37, Intimidate +34, Knowledge (arcana, history, planes, religion) +39, Perception +26, Sense Motive +26, Spellcraft +39, Stealth +42, Use Magic Device +34
Languages Aboleth, Azlanti, Draconic, Giant, Infernal, Necril, Shoanti, Thassilonian, Varisian
SQ arcane bond (Xanderghul’s Flawless Hammer), exceptional statistics, extended illusions (10 rounds), knowledge is power, permanent spells, planar thinning, shadow gear
Shadow Gear Xanderghul’s Flawless Hammer (currently contains touch of idiocy), amulet of natural armor +5, authoritative metamagic rod, belt of Physical Perfection +6, bracers of armor +10, crystal ball, dusty rose prism ioun stone, greater persistent metamagic rod, handy haversack, headband of mental superiority +6, mantle of the peacock lord, pale green prism ioun stone, ring of freedom of movement, ring of wizardry IV, Sihedron Tome, 15k of Diamonds for Wish spell
-----SPECIAL ABILITIES-----
Cloying Gloom Blast (Su) Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord’s Hit Dice) and are blinded for the duration of the slow effect.
Divine Source (Su) Xanderghul can grant divine spells. This does not require any specific action on his behalf. He grants access to the domains of Evil, Law, and Trickery and to the subdomains of Deception and Tyranny. His symbol is a peacock feather with an eye inside, and his favored weapon is the lucerne hammer.
Enshrined (Ex) As long as the Peacock Shrine in area O3 remains active, if Xanderghul is slain, his body and shadow gear vanish, only to be restored in area O3 after 1 minute. Being restored in this manner otherwise functions as true resurrection. If Xanderghul is slain while this Peacock Shrine is inactive, he dies normally and his shadow gear dissipates into nothing.
Exceptional Statistics (Ex) Xanderghul’s ability scores were generated using a 25-point buy, and he has a +5 inherent bonus to all six ability scores. This increases his final CR to 17.
Permanent Spells (Sp) Xanderghul has these permanent spells: arcane sight, see invisibility, and tongues.
Incorporeal Step (Su) When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.
Mythic Contingencies (Sp) When Xanderghul shouts “know your place!” in Thassilonian (a free action), the following spells activate on him with maximum possible mythic augmentation: Globe of Invulnerability, Heroism, Shield, and Horrific Doubles. When Xanderghul shouts “face me!”, it activates a mythic antimagic field which does not suppress illusion spells. When Xanderghul shouts “enough!”, a prismatic sphere activates centered on him.
Planar Thinning (Su) Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord’s Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
Shadow Gear (Su) Xanderghul carries shadowy duplicates of his favorite possessions, including a Sihedron Tome. These items function normally in all ways, save that if Xanderghul is killed, the items vanish along with his body. The Sihedron Tome functions as Xanderghul’s spellbook, and it contains all of his prepared spells as well as all sorcerer/ wizard spells (save those of the schools of conjuration and transmutation) from the Pathfinder RPG Core Rulebook (at your discretion, it might contain more spells than these). The Sihedron Tome allows Xanderghul to prepare additional spells as if his Intelligence score were 6 points higher.

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Well, I'm running a campaign I have titled Seven Shards of the Sundered Sihedron wherein the PCs are tracking down Thassilonian artifacts in order to discover which RuneLord is awakening and then prevent it. It takes substantial material from vol 6 of Rise, material from SS, and of course, tons of material from Return. I'm also looking to use Dave Gross' Lord of Runes and even a bit from some PFS Scenarios involving Krune. ....

Dryad Knotwood |
These were quite enjoyable to create, and I'm wondering if you folks want to see stats for other major players in Golarian. Artokus Kirran? Geb? Nex? Razmir? Arnisant? Aroden himself?
If anyone, Savith is more interesting imo than the individuals listed above. But that's just my preference.

OmegaZ |

These were quite enjoyable to create, and I'm wondering if you folks want to see stats for other major players in Golarian. Artokus Kirran? Geb? Nex? Razmir? Arnisant? Aroden himself?
Artokus Kirran would be a cool one. I would like to see a mythic alchemist with a focus on the transcendence and enlightenment that Artokus could be.