Runelord Zutha at full power


Homebrew and House Rules

Dark Archive

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As with Xanderghul, I have created a fully realized version of the last remaining Runelord: Zutha. This engorged abomination has been built up since the earliest days of Pathfinder, functioned as the basis on which Tar-Baphom built his mythic lichdom, created an utterly bonkers army of the undead, and in general has disgusted and terrified Pathfinder fans all over.

I've personally wanted to pound this guy for years and now here's an opportunity for you all do try your hands at taking down the second-most-legendary lich in all of Golarian.

Given that Tar-Baphom stole some of his power and eventually transcended him, I decided that Zutha himself wouldn't be quite at full mythic capabilities. However, I wanted to play up the uniqueness of his form and so utilized the Dread Lich template from Advanced Bestiary as well. The fact that Zutha's fragment was lower-level meant that I had more freedom with the feats and spells than I did with Xanderghul. The fact that only a fragment of Zutha was statted also meant that I could reasonably alter quite a bit about Zutha's abilities (so of course I went all out with that and gave him one of Pathfinder's most disturbing prestige classes).

Now, Enjoy.

RUNELORD ZUTHA CR 27/MR 9
XP 3,280,000
Male pureblood azlanti human dread mythic lich necromancer 10/bloatmage 10
CE Large undead (augmented humanoid, azlanti, human, mythic)
Init +30M; Senses darkvision 120 ft., life sight (10 ft., 10 rounds/ day), true seeing; Perception +51
Aura dread fear (60 ft., DC 43), frightful aspect 30 ft, radiation (30 ft, DC 30)
-----DEFENSE-----
AC 47, touch 25, flat-footed 47 (+6 armor, +5 deflection, +8 Dex, +3 insight, +16 natural, -1 size)
hp 546 (20d6+474) fast healing 20, 33 temp hp from false life
Fort +30, Ref +24, Will +32 second save
Defensive Abilities channel resistance +12, contingency, creeping paralysis, destiny realized, fated +5, formidable animation, fortification (50%), freedom of movement, stable form, rejuvenation, within reach; DR 15/magic, good, and epic; Immune cold, electricity, polymorph, undead traits Resist 30 acid, 30 fire, 30 sonic, SR 47
Weakness Hemophilia
-----OFFENSE-----
Speed 10 ft., fly 80 ft (perfect),
Melee Zutha’s Ravenous Scythe +31/+26 (2d6+24/×4 plus cursed touch) or touch +28 (1d10+12 negative energy plus cursed touch)
Space 10 ft Reach 10 ft
Special Attacks augmented spellcasting (wild arcana), blood pool (10), bloodgorged, bloodsurge 3/day (1d12), cursed touch, empowered spells, enhanced spellcasting, feed (DC 32), immediate counterspell, it was meant to be 2/day, mythic potency, mythic power (11/day, Surge +1d10), mythic spells, paralyzing touch (DC 43), strong spellweaving, sustained by magic
Necromancer Spell-Like Abilities (CL 10th; concentration +36)
13/day—grave touch (5 rounds)
Bloodline Spell-Like Abilities (CL 20th)
18/day—Touch of Destiny
Gluttonous Tome Spell-Like Abilities (CL 20th)
At will—detect undead, gentle repose
3/day—empowered ray of enfeeblement, empowered false life, empowered maximized vampiric touch, create undead
1/day—bestow curse, create greater undead, waves of exhaustion
Necromancer Spells Prepared (CL 20th; concentration +36)
9th—ascension, astral Projection, empowered energy Drain (2), gate, mass Suffocation (DC 37), empowered thanatopic finger of deathM (DC 35), time stopM, winds of vengeance (DC 35), wishM
8th—empowered death clutch (2, DC 36), empowered quickened wall of bone, frightful aspect (DC 34), Mass Umbral Infusion, maximized cone of cold (DC 31), maze, prediction of failure (DC 35), quickened dimension door, soulreaverM (DC 36)
7th—empowered finger of deathM (2, DC 35), empowered maximized masochistic shadow (DC 32), ethereal jaunt, grasping hand, greater teleport, mass hunger for flesh, plague storm (DC 35), quickened displacement, waves of exhaustion
6th—borrowed timeM, cold ice strike (DC 32), empowered circle of deathM (DC 34), empowered wither limb (2, DC 34), greater eldritch conduit (DC 32), quickened blindness/deafness (DC 30), quickened mirror image, true seeing, unwilling shield (DC 34)
5th—cloudkillM (DC 29), cone of cold (DC 31), empowered fireball (DC 29), empowered feast on fear (DC 33), empowered maximized limp lash, magic jar (DC 33), suffocation (2, DC 33), telekinesis (DC 31), teleport, quickened vanish
4th—animate deadM, black tentaclesM, dimension door, empowered boneshatter (DC 32), empowered enervationM (3), empowered scorching ray, ice storm, phantasmal killer (2, DC 30)
3rd—empowered aura of cannibalism (DC 31), empowered ray of exhaustion (2, DC 31), empowered vampiric touch (2), fireball (2, DC 29), flyM, slowM (DC 29), stinking cloudM (DC 29), unliving rage
2nd—blindness/deafness (2, DC 30), create pit (DC 28), empowered boneshaker (DC 30), empowered false lifeM, empowered limp lash, invisibility, mirror image, scorching ray (2), web (DC 28)
1st—chill touch (DC 29), empowered ray of enfeeblement (2, DC 29), mage armorM, magic missile (3), illusion of calm (DC 27), interrogation (DC 29), sculpt corpse (DC 29), vanish
0 (at will)—bleed (DC 19), mage hand, ray of frost, touch of fatigue (DC 19)
Thassilonian Specialization: Necromancy, Opposed Schools: Abjuration, Enchantment
-----STATISTICS-----
Str 38, Dex 26, Con —, Int 43, Wis 30, Cha 38
Base Atk +10; CMB +25; CMD 43
Feats Bloatmage Initiate, Combat CastingM, Combat Expertise, Command UndeadM,, Empower Spell, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved InitiativeM, Martial Weapon Proficiency (scythe), Maximize Spell, Mythic Spell LoreM x2, Potion Glutton, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell PenetrationM, Spell Perfection (Enervation), Thanatopic Spell, Turn Undead, Undead MasterM
Skills 19 skills in total Fly +36, Heal +36, Intimidate +37, Knowledge (all) +43, Linguistics +43, Perception +51, Sense Motive +41, Spellcraft +43, Stealth +44, Use Magic Device +38
Languages Abyssal, Aklo, Azlanti, Draconic, Giant, Shoanti, Varisian
SQ arcane bond (Hunger Ring of Zutha), craftmaster, enhanced ability scores, mythic phylactery, power over undead, rejuvenation, voidheart
Gear Zutha’s Ravenous Scythe, Rings of Zutha, 10 vials of Nectar of the Gods, 5 quantities of Ambrosia, Robe of Eyes, Thanatopic Metamagic Rod, Greater Quicken Metamagic Rod, Gluttonous Tome
-----SPECIAL ABILITIES-----

Bloodgorged (Su) Zutha has gathered the blood of a wide variety of creatures in his time as the Runelord of Greed, and is capable of tapping into their powers at a whim. The duration of Zutha’s Absorb Bloodline ability is permanent rather than 1 hour, and by expending a point of mythic power as a swift action Zutha may change what bloodline he is currently benefiting from (he may select from any bloodline that exists). Currently, Zutha benefits from the Destined Bloodline.

Craftmaster (Ex) Zutha is considered to have all item creation feats for the purpose of crafting items, and automatically knows the location of all items he has ever crafted or modified (this includes all of his gear). As a free action, he can call any item he has created to his person, causing him to don it immediately.

Cursed Touch (Su) Any living creature a dread lich hits with its touch attack must succeed on a Fortitude save or be paralyzed and cursed by a Death Curse that slowly wastes them away.

The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target’s Constitution at the rate of one point of Con drain a day. A creature’s Con cannot be restored until the curse is removed. If the creature’s Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life.

After the curse is removed, remove paralysis can free the victim. If either attempt to remove the curse or the paralysis fails, the creature’s Con immediately goes to 0 and it dies as above. Both the paralysis and the curse cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Creatures immune to paralysis, except for other dread liches, can still be inflicted by the curse of the dread lich’s touch. The save DC and the DC to remove the curse are both based on the dread lich’s Charisma.

Dread Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that looks upon a dread lich must succeed on a Will save or become panicked. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the dread lich’s total Hit Dice. A creature that successfully saves cannot be affected again by the same dread lich’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Empowered Spells (Ex) All of a dread lich’s spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.

Enhanced Ability Scores (Ex) As with the other runelords, Zutha used wish spells to increase his ability scores. This fragment retains an echo of those effects and has a +5 inherent bonus to its Strength, Dexterity, Intelligence, Wisdom, and Charisma scores. In addition, his ability scores were calculated using a 25-point buy.

Mythic Contingency (Sp) Zutha’s fragment has the benefit of a mythic contingency spell in effect, with several effects. When Zutha bites his tongue (a free action that can be done reflexively in response to taking damage), he is affected by the following spells with maximum possible mythic augmentation: mage armor, fly, false life, true seeing, frightful aspect, and borrowed time. These abilities are already factored into his stats. When Zutha runs out of uses of mythic power, he is immediately affected by Time Stop. When Zutha bites his lower lip (a free action that can be done reflexively in response to taking damage), he is affected by Etherealnes. When reduced to below 100 hp, he is affected by a Greater Teleport spell that takes him to one of several hidden locations.

Stable Form (Ex) A dread lich is immune to all polymorph effects except those it casts on itself.

Strong Spellweaving (Ex) A -4 penalty applies to any dispel check made to dispel a spell cast by a dread lich.

Voidheart (Su) Zutha was known for creating numerous portals to the negative energy, but few are aware of the portal within his own corpulent form. This portal creates a constant Desecrate effect centered on Zutha, and Zutha’s body is considered a shrine for the purpose of determining the power of the Desecrate effect (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area). These bonuses are already factored into Zutha’s stats. In addition, so long as this portal is active, Zutha gains fast healing 20. This ability fails to operate while inside the area of a Dimensional Lock spell.

ZUTHA’S RAVENOUS SCYTHE
Aura strong necromancy [evil]; CL 17th
Slot none; Weight 9 lbs.
-----CONSTRUCTION-----
Alignment LE; Ego 22
Senses 120 ft., darkvision, hearing
Int 17, Wis 17, Cha 10
Communication read languages, read magic, speech, telepathy
Languages Thassilonian
Speed fly 30 ft. (good)
Lesser Powers appearance of life (3/day), draconic reservoir (3/day)
Special Purpose protect the wealth and prosperity of Xin-Gatash; Dedicated Power fabricate (considered to have 17 ranks in all crafting skills)
-----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. Zutha’s +3 conductive spell storing wounding vicious bone scythe is one of these weapons.
Zutha’s Ravenous Scythe was originally created to ensure the continued productivity and efficient operation of the nation, it’s bone construction serving as a constant reminder of how human activity is the true source of wealth. The weapon provides constant advice on how to make the most of every situation and resource which the wielder has available. The weapon also harshly condemns any wasteful habits of its owner, calling them out for throwing away food or material when it can be repurposed somehow. Having long been the implement of necromancers, it views living creatures as inherently wasteful and parasitic when compared to undead.
-----DESTRUCTION-----
Zutha’s Ravenous Scythe must be used to harvest a field which has become so depleted it will no longer be capable of sustaining life once the harvest is finished.

RINGS OF ZUTHA
Aura overwhelming abjuration, divination and necromancy; CL 20th
Slot rings; Weight 2 lbs.
-----DESCRIPTION-----
Zutha was known for collecting Ioun Stones from remote locations across Golarian, oftentimes enhancing them with his own magic. He created ten magic rings inlaid with the most exotic and powerful stones, each of them glowing with an ultraviolet light that ordinary humans cannot perceive (thus they appear black to mortal observers). Each ring grants a unique benefit, and if all ten are worn by the same person it is possible to benefit from all of them at once. They are as follows.
Clarity: Grants the wearer a +3 insight bonus on AC, attack rolls, saving throws, and skill checks, and the wearer may spend a point of mythic power as an immediate action to increase these bonuses to +10 for one round.
Efficiency: Allows the wearer to ignore any material components for spells that cost less than 1000 gp. Wearer may spend a point of mythic power as part of casting a spell to ignore a larger component cost.
Hunger: The wearer gains the Feed ability of a Colour Out of Space (DC 32). Rather than gaining gaining hit dice, the wearer can expend five growth points to regain one expended use of mythic power.
Impenetrability: Grants the wearer a +5 deflection bonus to AC, and the wearer may spend a point of mythic power as an immediate action to deflect a spell cast upon them as per Spell Turning
Insulation: Grants the wearer resistance 30 against acid, cold, electricity, fire, and sonic damage. The wearer may spend a point of mythic power as an immediate action to gain immunity to one of these types of damage for one minute.
Perfection: Grants the wearer a +6 enhancement bonus to Strength, Dexterity, Intelligence, Wisdom, and Charisma, and allows the wearer to grant these bonuses to another creature within close range for 1 minute as a swift action by spending a point of mythic power.
Persistence: Grants the wearer a +5 resistance bonus on all saving throws, wearer may spend a point of mythic power as an immediate action to attempt another saving throw against an effect they failed a save against in order to end it prematurely.
Purification: The wearer exudes an aura of severe radiation out to 30 feet (DC 30, 4d6 Con drain, 2d6 Str drain per day). The wearer is not protected against this effect
Reclamation: Whenever a creature dies within close range of you, you gain a number of temporary hit points equal to three times the creature’s hit dice. By expending a point of mythic power as a free action, you may allow these hit points to stack with each other for one minute
Sacrosance: Grants a constant Freedom of Movement effect. By expending a point of mythic power, the wearer may use Antilife Shell as a spell-like ability (CL 20th)
-----DESTRUCTION-----
To destroy the Rings of Zutha, each ring must be subject to a separate Imprisonment spell cast at the center of a prestigious, abundant, and distinct field or vineyard. From that point on, the field becomes barren for 1000 years.

Dark Archive

Battle Music:
https://www.youtube.com/watch?v=AcFR_5xk7wE
https://www.youtube.com/watch?v=xctIcHIPkCI
https://www.youtube.com/watch?v=t2mU6USTBRE
https://www.youtube.com/watch?v=kqAIzwBvasc
https://www.youtube.com/watch?v=L78yVFeyvRo
https://www.youtube.com/watch?v=sXGrIN8wpC0


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I can use this as much or more than the Xanderghul post.

After reading the Dave Gross novel with Zutha as the antagonist, I'm adding the RuneLord to my current campaign, only to have the PCs eventually find where Zutha is(?) at the end of the novel and have to deal with it....

I recommend reading the novel and not looking under the Spoiler tag -- but if you're not going to read Lord of Runes and want to find out the ending....

''Lord of Runes'' final pages:
Zutha the RuneLord Lich is at the bottom of the Cenotaph being constantly eaten-'alive' by the ghouls and ghasts who were suppose to serve in his army. His incredible Regeneration is sustaining them and keeping him reforming, but the hungry dead consume him so fast that he can't get off a spell or even move. Thus, for the next gazillion years he'll be down there being eaten, um, 'alive.'

I figure Zutha will start to figure out a way to escape for just an instant so his corporeal body can reform -- haven't thought of just how, yet. ....And I want my PCs to arrive just as he's coming back to power.

Dark Archive

2 people marked this as a favorite.
Hiding DM wrote:

I can use this as much or more than the Xanderghul post.

After reading the Dave Gross novel with Zutha as the antagonist, I'm adding the RuneLord to my current campaign, only to have the PCs eventually find where Zutha is(?) at the end of the novel and have to deal with it....

I recommend reading the novel and not looking under the Spoiler tag -- but if you're not going to read Lord of Runes and want to find out the ending....** spoiler omitted **

My idea would be

Madcap idea regarding spoiler:
In the most miserable seconds of his undead existence, Zutha seals his internal negative energy portal and terminates his fast healing. The ghouls think that he has finally worn his power out and start looking elsewhere for sustenance, but the moment they turn their backs the Runelord goes all out with command undead.

Dark Archive

I don't think Zutha was more powerful than Tar-Babphon, I think Tar-Babphon became more powerful than Zutha long after he learned Zutha's secrets


The appendix of Secret of Roderick's Cove contains a timeline of the seven Runelord positions and key events. It lists the exact dates at which Xanderghul, Sorshen, and Alaznist became mythic. Nowhere does it say where Zutha became mythic, which leads me to conclude that he isn't. Given that we have non-mythic statblocks for Karzoug, Krune, and Belmarius (the latter two aren't even 20th level) I'd say it's very presumptuous to say that Zutha is a mythic character.


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Something like this seems more likely, I believe:

Zutha, Runelord of Gluttony:

Male human lich (pureblooded Azlanti) necromancer 18 (Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 188)
CE Medium undead (augmented humanoid, human)
Init +7; Senses darkvision 60 ft., life sight (30 feet, 18 rounds/day); Perception +37
Aura fear (60 ft., DC 29)
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 25 (+4 armor, +5 deflection, +3 Dex, +1 insight, +5 natural)
hp 296 (18d6+231)
Fort +21, Ref +14, Will +26
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee touch +13 (1d8+9 negative energy plus paralyzing touch) or
zutha's scythe +16 (2d4+9/19-20/ラ4)
Special Attacks paralyzing touch (DC 29)
Arcane School Spell-Like Abilities (CL 18th; concentration +29)
14/day・grave touch (9 rounds)
Necromancer Spells Prepared (CL 18th; concentration +29)
9th・soul bind (2, DC 32), wail of the banshee (2, DC 32), wish (2)
8th・quickened animate dead, create greater undead, discern location, incendiary cloud (DC 29), greater shout (DC 29), symbol of death (2, DC 31)
7th・quickened displacement, finger of death (2, DC 30), grasping hand (2), plague storm[UM] (2, DC 30)
6th・quickened blindness/deafness (2, DC 25), disintegrate (2, DC 27), quickened mirror image (2), quickened scare (DC 25), wither limb (2, DC 29)
5th・cone of cold (2, DC 26), empowered fireball (DC 24), quickened magic missile, suffocation[APG] (2, DC 28), telekinesis (DC 26), quickened vanish[APG] (2, DC 22)
4th・bestow curse (DC 27), black tentacles, enervation (2), enervation (2), phantasmal killer (2, DC 25), empowered scorching ray
3rd・fireball (2, DC 24), fly, halt undead (DC 26), ray of exhaustion (2, DC 26), slow (DC 24), vampiric touch (2)
2nd・blindness/deafness (2, DC 25), create pit[APG] (DC 23), false life, ghoul touch (DC 25), mirror image, scorching ray (2), spectral hand, web (DC 23)
1st・cause fear (DC 24), chill touch (DC 24), mage armor, magic missile (3), ray of enfeeblement (2, DC 24), vanish[APG] (2, DC 22)
0 (at will)・bleed (DC 23), mage hand, ray of frost, touch of fatigue (DC 23)
--------------------
Statistics
--------------------
Str 19, Dex 16, Con ・, Int 32, Wis 26, Cha 30
Base Atk +9; CMB +13; CMD 32
Feats Combat Casting, Combat Expertise, Empower Spell, Eschew Materials, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Inscribe Rune, Iron Will, Martial Weapon Proficiency (scythe), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness, Turn Undead
Skills Disguise +31, Fly +28, Intimidate +31, Knowledge (arcana) +32, Knowledge (nobility) +32, Knowledge (planes) +32, Knowledge (religion) +32, Perception +37, Sense Motive +37, Spellcraft +32, Stealth +11, Use Magic Device +28; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Azlanti, Custom Language, Custom Language, Draconic, Giant, Shoanti, Thassilonian, Varisian
SQ arcane bond (zutha's scythe), power over undead
Other Gear zutha's scythe (+3 conductive keen spell-storing scythe), amulet of proof against detection and location, sihedron tome
--------------------
Special Abilities
--------------------
Arcane Bond (Zutha's Scythe) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fear Aura (DC 29) Foes in 60 ft are frightened (below 5 HD) or shaken for 18 rds (Will neg).
Fly (60 feet, Good) You can fly!
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (9 rounds, 14/day) (Sp) As a standard action, touch shakes living foe 9 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (30 feet, 18 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Paralyzing Touch (1d8+9 negative energy dam, DC 29) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Touch (DC 29) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Turn Undead (DC 29) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Traits Undead have many immunities.
--------------------
Notes: 15 PB based on weakened version and +4 inherent bonus to all ability scores except Constitution included (CR +1 due to PC wealth, though I'm too lazy to spend all of that). Rings are assumed to give +6 enhancement bonus to Int, Wis, and Cha, +5 deflection to AC, +1 insight to AC, and +5 resistance to saves. Other ring effect(s) are not homebrewed out of laziness. Zutha's Scythe is based on the commonalities between the other Alara'qin and the base enhancements from Runeplague. Finally, Hero Lab doesn't have the Gluttonous Tome programmed in, so I substituted a Sihedron Tome.

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Sets Zutha as weaker than Karzoug, but stronger than Belimarius and Krune.

Dark Archive

Dasrak wrote:
The appendix of Secret of Roderick's Cove contains a timeline of the seven Runelord positions and key events. It lists the exact dates at which Xanderghul, Sorshen, and Alaznist became mythic. Nowhere does it say where Zutha became mythic, which leads me to conclude that he isn't. Given that we have non-mythic statblocks for Karzoug, Krune, and Belmarius (the latter two aren't even 20th level) I'd say it's very presumptuous to say that Zutha is a mythic character.

Honestly, I went with a mythic Zutha for a few reasons.

1. He's been talked up as being "more than just a lich" in some of the older books, and Lord of Runes certainly built him up as something utterly bonkers in terms of power. I thought mythic abilities would be fitting for that.

2. The Cenotaph, which is Zutha's dungeon, is a mythic location which gets a ton of attention in Mythic Realms. This made me think that Zutha had mythic power backing him up before Return of the Runelords came out.

3. I wanted to build a character based around constant consumption, and nectar of the gods seemed to be a great way to do that. The item only works for mythic characters so I felt obligated to implement that.

4. With all of the ways Zutha has been built up, a level 18 lich just feels kinda underwhelming to me (especially given how some of his underlings described in Mythic Realms, Dead Heart of Xin, and Undead Revisited had higher CRs than 22). Zutha is quite possibly the oldest lich on Golarion and I wanted him to live up to his twisted reputation.

I could probably do a weaker, CR 22 version at some point, similar to Xanderghul's lesser incarnation.


As a counterpoint to Zutha being CR 22+, while Ungarato was mythic, he was Zutha's champion because Zutha gave Ungarato his master's head. Beyond that, it appears Ungarato didn't care about how powerful Zutha was in comparison to him.

Edit: Hilariously, this also creates a good reason for the Cenotaph to be a mythic place, but Zutha not being mythic himself. He was researching mythic power with Ungarato's aid, but didn't quite get there before Earthfall.


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CoeusFreeze wrote:
1. He's been talked up as being "more than just a lich" in some of the older books, and Lord of Runes certainly built him up as something utterly bonkers in terms of power. I thought mythic abilities would be fitting for that.

High-level wizards (17+) are utterly bonkers in terms of power. I think it's really easy from a player's perspective to lose track of what "high-level" means in the game world. We can just choose to start a 17th level game and craft a character at that level of power, and if we play a 1-20 campaign then our characters have plot armor that ensures they won't face up against enemies too much stronger than them until they're ready. In-universe, that just doesn't hold; very few adventurers live to see the double digits, much less the truly high levels. Someone who is closing in on 20th level is a special and world-changing power.


Dasrak wrote:
CoeusFreeze wrote:
1. He's been talked up as being "more than just a lich" in some of the older books, and Lord of Runes certainly built him up as something utterly bonkers in terms of power. I thought mythic abilities would be fitting for that.
High-level wizards (17+) are utterly bonkers in terms of power. I think it's really easy from a player's perspective to lose track of what "high-level" means in the game world. We can just choose to start a 17th level game and craft a character at that level of power, and if we play a 1-20 campaign then our characters have plot armor that ensures they won't face up against enemies too much stronger than them until they're ready. In-universe, that just doesn't hold; very few adventurers live to see the double digits, much less the truly high levels. Someone who is closing in on 20th level is a special and world-changing power.

To add to this: Varian Jeggare is level 6 according to Inner Sea Magic. For him, Zutha as a CR 21 encounter is way out of his league normally, much less with a higher CR. Granted, Varian Jeggare may be more powerful than that, but not so much that Zutha is way out of his league even at CR 21.

In fact even the weakened version of Zutha is utterly bonkers as far as Varian Jeggare and his allies are concerned.

Grand Lodge

And of course note that the Varian Jeggare of Inner Sea Magic is the Count around the time of Prince of Wolves. But with a few novels in which he gains some levels before the events of Lord of Runes, it makes sense he's well higher than 6th by the time he encounters Zutha.


Acknowledged. And if we extrapolate from the build noted by Dave Gross to be the most accurate to what he had in his notes by adding 2 lvls or so per novel, Varian ends up at ~lvl 16 or 17 by the fight with Zutha. Closer but Zutha at CR 21 is supposedly well above the party as CR = lvl+4 is above an epic fight according to the system.

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