Building a Talented Mythic Creature

The process of creating a mythic creature follows the standard Talented Bestiary process. There are two general methods to create a mythic monster. The first is to build an entirely new monster. The second is to take an existing monster, determine the new mythic rank (and corresponding CR increase), and modify the monster accordingly.

Building a Mythic Monster

Creating a mythic monster from scratch functions like making any new monster with the Talented Bestiary system (as detailed in Chapter One) with the following modifications.

Step 1 — Choose Creature Concept

Concepts are essential when creating creatures, and influence every aspect of their creation.

Step 2 — Select Monster Focus. A mythic creature should never possess the weak focus.

Self-explanatory.

Step 3 — Select Creature Size

Also self-explanatory.

Step 4 — Determine its mythic rank (MR)

A mythic monster has a mythic rank between 1 and 10. Do not recalculate the monster’s CR at this time. In general, a mythic monster should not have an MR greater than half of its CR, but exceptions can exist.

Step 5 — Add mythic modifications to base statistics

A mythic creature gains a bonus to natural armor, bonus hit points, mythic feats, and bonuses to ability scores based on its mythic tier.

Natural Armor Bonus: Add the creature’s mythic rank to its natural armor bonus. A creature without natural armor has an effective natural armor bonus of +0.

Bonus Hit Points: A creature with the combat (barbaric) focus gains 12 hit points per mythic rank. A creature with the combat (soldier) focus gains 10 hit points per mythic rank. A creature with the skilled focus or spellcaster (divine) focus gains 8 hit points per mythic rank. A creature with the spellcaster (arcane) focus gains 6 hit points per mythic rank.

Table: Mythic Bonus Hit Points

Mythic RankCombat (barbaric)Combat (soldier)SkilledSpellcaster (arcane)Spellcaster (divine)
1+12+10+8+6+8
2+24+20+16+12+16
3+36+30+24+18+24
4+48+40+32+24+32
5+60+50+40+30+40
6+72+60+48+36+48
7+84+70+56+42+56
8+96+80+64+48+64
9+108+90+72+54+72
10+120+100+80+60+80

Ability Bonus: At 2nd rank and every 2 ranks thereafter, the monster gains a +2 bonus to one of its ability scores. If it has multiple bonuses, it can apply them to the same ability score or different ability scores. It is recommended that combat foci gain the bonus to physical ability scores (Strength, Dexterity, or Constitution) and spellcaster foci gain the bonus to mental ability scores (Intelligence, Wisdom, or Charisma).

Mythic Feats: At 1st rank and every 2 ranks thereafter, the monster gains a mythic feat. It must meet all the prerequisites for this feat.

Table: Mythic Statistics Modifications

Mythic RankNatural ArmorAbility Score BonusMythic Feats
1+1—1st
2+2+2—
3+3—2nd
4+4+2—
5+5—3rd
6+6+2—
7+7—4th
8+8+2—
9+9—5th
10+10+2—

Step 6 — Select Creature Type and Subtypes

This is straightforward.

Step 7 — Add the Mythic Subtype

See the mythic subtype section below for details. The mythic subtype costs 5 AP, which may limit access to some creature types or subtypes at low CRs.

Mythic Subtype (5 AP)

Prerequisite: none; Benefit: A creature with this subtype is infused with mythic power and is capable of terrible and awe-inspiring feats. Creatures with the mythic subtype gain the following abilities.

Damage Reduction (Ex): A mythic creature with 5 to 10 Hit Dice gains DR 5/epic. A creature with 11 or more Hit Dice gains DR 10/epic. If the creature purchases the damage reduction ability, it adds epic to the qualities needed to bypass that reduction at no additional charge.

Spell Resistance (Ex): If the creature purchases the spell resistance ability, it adds its mythic rank to its spell resistance.

Mythic Power (Su): The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank. This amount is its maximum amount of mythic power. If an ability allows it to regain mythic power, it can never gain more than this amount. Mythic power can be spent toward the surge ability or other mythic powers.

Surge (Su): The monster can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d20 roll it just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die gained by using this ability increases to 1d8 at 4th rank, 1d10 at 7th rank, and 1d12 at 10th rank. The monster can use this ability even if it’s mindless or of animal-level intelligence.

Step 8 — Choose Monster Abilities

Determine the creature’s base ability points and maximum AP spent per ability as a function of the creature’s focus and CR (as normal). The creature gains a number of bonus ability points based on its mythic rank and focus. A mythic creature gains an additional 2 AP per MR, and increases its maximum AP spent per ability by half of its MR (minimum +1, see the Mythic Ability Points table). All the monster’s ability points can be spent on either the abilities detailed in Chapter Two or the mythic monster abilities (and enhancements) detailed in this chapter. Unlike an ordinary monster, a mythic monster has no restriction on ability point spends due to its creature type (and any subtypes), and may purchase any unique monster ability at no additional charge.

Step 9 — Calculate Final CR

Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up). Do not recalculate any of the monster’s statistics by CR. See the Mythic Ability Points table for the final CRs corresponding to a base CR and recommended mythic rank.

Step 10 — Calculate Monster Attack and Damage

The monster’s threshold damage should be based on its final CR.

Step 11 — Experience and Treasure

The monster’s experience and treasure should be based on its final CR.

Step 12 — Details

Add the final details for the creature as needed.

Planning Ahead

In most cases, it is advantageous to know what challenge rating a monster is going to be at the end before the process is well underway. However, a monster’s base statistics are largely determined by its challenge rating and focus, with modifiers due to size. Before beginning the process of creating a mythic monster, it is recommended that these various factors—base CR, size, and mythic rank—all be sketched out for a final CR to be targeted. This way, even if you change a few factors here and there during the process, the final result isn’t wildly divergent from what’s initially desired.


Modifying an Existing Monster

Making a mythic monster out of an ordinary monster is fairly straightforward, but functions more like applying a template than incorporating the mythic nature of the creature into its creation.

Step 1 — Determine its mythic rank (MR)

A mythic monster has a mythic rank between 1 and 10. Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up).

Step 2 — Add mythic modifications to creature’s statistics

A mythic creature gains bonuses to natural armor, hit points, mythic feats, and bonuses to certain abilities based on its mythic tier. See the Mythic Statistics Modifications and Mythic Bonus Hit Points tables for details.

Step 3 — Add the Mythic Subtype

See the mythic subtype section (above) for details.

Step 4 — Modify abilities or choose new mythic abilities

The mythic creature gains a number of bonus ability points based on its mythic rank that can be used to improve existing abilities or purchase new abilities. A mythic creature gains an additional 2 AP per MR, and increases its maximum AP spent per ability by half of its MR (minimum +1). All of the monster’s ability points can be spent on either the abilities detailed above or the mythic monster abilities (and enhancements) detailed in this section. When spending these ability points, the mythic monster has no restriction on ability point spends due to its creature type (and any subtypes), and may purchase any unique monster ability at no additional charge.

Table: Mythic Ability Points

Base CRMythic RankFinal CRCombatSkilled or SpellcastingMaximum AP per Ability
1117104
21210125
31312176
42516246
52619347
63721417
73821468
841023489
9411285810
10512306010
11513306011
12615377712
13616479213
147174910413
157184910414
168205111615
178215612116
189226312817
199236313317
2010257014019
2110267514519
2210278015020
2310288515520
2410299016021
2510309516521
26103110017022
27103210517522
28103311018023
29103411518523
30103512019024

Removing Mythic

Most of the mythic monster abilities and enhancements featured in this sectopm could potentially be modified to be acceptable purchases for non-mythic creatures. However, mythic monster abilities are typically either more powerful or cost significantly less that an ability available to a non-mythic creature. This is especially true if the mythic monster ability or enhancement requires the expenditure of one or more uses of mythic power. A mythic ability can be optionally treated as a creature type specific ability for the purposes of purchase with an increased AP cost. Thus, a non-mythic creature can purchase a mythic ability without meeting a mythic power prerequisite, but the AP cost is doubled.

The creature uses the base AP cost when comparing to its maximum AP cost per ability by CR (not the doubled cost). However, if the ability requires the expenditure of mythic power, the base cost of the ability (before doubling) should be increased to represent the corresponding boost to the ability’s utility with the removal of a resource cost. If the mythic ability requires expending one use of mythic power, an equivalent with no expenditure of mythic power should cost an additional +2 AP. If the ability requires expending more than one use of mythic power, the AP cost should be increased by an additional +1 AP for each additional use of mythic power beyond the first no longer required. If an ability normally requires the expenditure of mythic power, it is likely appropriate to limit its uses per day if it no longer requires mythic power.

Step 5 — Calculate Final CR.

Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up). Do not recalculate any of the monster’s statistics by CR.


Mythic Monster Abilities

The following section represents all abilities drawn from Pathfinder Roleplaying Game: Mythic Adventures that do not have an existing ability analogue featured earlier on this page. As noted earlier, mythic monsters ignore the normal restrictions on abilities by creature type, and do not pay any extra ability points for the purchasing of abilities with a creature type or subtype prerequisite. Thus, all compiled unique monster abilities are also featured in this section.

Table: Mythic Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Absolute Readiness2Mythic Improved Initiative, mythic powerNever be surprised.
Accurate Strikes2mythic powerIgnore cover and concealment.
Aligned Aura4alignment, mythic powerEmpower aligned outsiders.
Alternate Form2Gargantuan-size or larger, mythic powerBecome an inanimate structure.
Amazing Initiative2mythic powerAdd MR to initiative.
Apocalyptic Wound2mythic powerOverwhelm opponents with dire prophecy.
Archive2mythic powerPossess an extradimensional library.
Bestow Knowledge2mythic powerBestow temporary knowledge and understanding.
Birth Spawn4mythic powerGive birth to diverse monstrous creatures.
Block Attacks2mythic powerParry melee or ranged attacks.
Bone Eruption4mythic powerCause creature’s bones to turn against them.
Brutal Surge2mythic powerAdd surge die to both attack and damage.
Cantrips/Orisons1mythic power, spellcasterKnow all cantrips/orisons.
Contemptuous Toss2Awesome Blow feat, mythic powerThrow creatures further.
Destruction3mythic powerCompletely destroy killed opponents.
Devastator4mythic powerBypass DR and hardness.
Devolution6mythic powerPermanently reduce a creature’s mental faculties.
Dual Initiative6mythic powerAct twice each round.
Earthquake5mythic powerCause the ground to quake.
Eclipse4mythic powerBlot out the sun.
Elemental Blood2breath weapon, mythic powerBlood becomes infused with elemental energy.
Elemental Fury2breath weapon, elemental blood, mythic power, natural weaponDeal energy damage with attacks.
Elemental Inferno4mythic powerIgnore resistance/immunity to elemental energy damage.
Flash of Brutality2mythic powerTemporarily double all threat ranges.
Feral Savagery2mythic powerGain an additional attack in certain circumstances.
Fire Vortex4mythic powerCreate a massive swirling inferno.
Fortification1mythic powerIgnore critical hits or sneak attacks 50% of the time.
Gestation Aura2mythic powerPossess an aura that quickens diseases, poisons, birth, and increases mutation.
Greensight1mythic powerSee through plant matter.
Ground Pound4mythic powerDeal damage in an area with a natural attack or bludgeoning weapon.
Heroic Challenge2mythic powerTemporarily give non-mythic creatures simple mythic templates.
Immediate Counterspell2mythic powerCounterspell without a readied action.
Impregnate Surrogate4birth spawn, mythic powerForce another creature to birth spawn.
Infuse Arms and Armor2mythic powerImprove the quality and magic of any weapon or armor used.
Invulnerable Soul4mythic powerInstead of dying, transform into a soul receptacle.
Iron Resilience4mythic powerIgnore a deadly attack.
Lair Mastery4mythic powerTeleport within a designated lair.
Limitless Vision2mythic powerTake no distance penalties to Perception.
Mark of Restraint4mythic power, natural attackCurse attacking opponents with a mystical mark.
Mistsight1mythic powerSee through fog, mist, and water.
Modify Memory3mythic powerAlter or remove a creature’s memories.
Mythic Brawler4mythic powerMake any combat maneuver as a swift action.
Mythic Immortality10mythic powerReturn to life unless killed through specific circumstances.
Mythic Magic2mythic power, spellcastingCast spells with mythic power.
Mythic Path2mythic powerGain the base ability of a mythic path.
Mythic Path Ability2mythic path, mythic powerGain a mythic path ability.
Mythic Path Mastery8mythic path, mythic rank 10, mythic powerGain the ultimate ability of a mythic path.
Oubliette4mythic power, powerful chargeSend opponents to a maze with a powerful charge.
Opportunistic Movement2mythic powerMove and attack creatures that provoke attacks of opportunity.
Pain Blast4mythic powerCause an opponent extreme pain.
Petrify4mythic powerTurn a foe to stone.
Plantbringer1mythic powerEncourage healthy growth for plant life.
Possess Statue4mythic powerAnimate a statue through possession.
Pressure Wave2mythic powerCreate a burst of pressurized water.
Recuperation1mythic powerRecover quickly.
Reveler’s Rapturechapter2mythic powerGain an aura that forces revelry.
Riddle2mythic powerSpeak a challenging riddle, and gain advantages if it isn’t solved.
Rising Fury2mythic powerDeal greater damage when injured.
Second Save2mythic powerShake off ongoing effects.
Secret Knowledge2mythic powerSense a creature’s weaknesses and defenses.
Smother2mythic powerSuffocate grappled foes.
Spell Blessing4mythic powerGrant humanoid spellcasters additional spell levels.
Spell Perception2mythic power, spellcastingAutomatically sense and understand spellcasting.
Steal Soul6mythic powerCapture a creature’s soul, and use it to command them.
Stone Armor2mythic powerDamage striking weapons.
Terrain Control2mythic powerReshape the environment.
Touch of Chaos/Evil/Good/Law2alignment, mythic powerInfuse attacks with alignment domain ability.
Trap Weapon4mythic powerDisarm and capture striking weapons.
Uncanny Flight1mythic powerSprout wings or float in an unnatural manner.
Universal Path Ability2mythic powerGain a universal path ability.
Unstoppable4mythic powerEnd harmful conditions.
Uplift4mythic powerImpart intelligence and understanding.
Vengeful Seeker2mythic powerAlways find creatures deserving of revenge.
X-Ray Vision2mythic powerSee through solid matter.

Absolute Readiness (Ex, 2 AP)

Prerequisites: Mythic Improved Initiative feat, mythic power; Benefit: The creature is never surprised or flat-footed. It can act in the surprise round as if it were a normal round.

Format: absolute readiness; Location: Defensive Abilities.

Accurate Strikes (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature’s attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment.

Format: accurate strikes; Location: Special Attacks.

Aligned Aura (Su, 4 AP)

Prerequisites: alignment, mythic power; Benefit: Any outsider with alignment subtypes equivalent to all aspects of the creature’s alignment (and alignment subtypes, if any) with 15 or more Hit Dice within 60 feet of the mythic creature gains a +10 enhancement bonus to Strength and Charisma, and its spell resistance (if any) increases by 5. If an affected creature does not already possess spell resistance, it gains spell resistance 11 + its CR.

Enhancements

  • Applicable creatures with 10 or more Hit Dice are affected for +2 AP, or 5 or more Hit Dice for +4 AP.
  • The range of the effect is increased to 90 feet for +1 AP or 120 feet for +2 AP.

Format: aligned aura (60 ft.); Location: Aura.

Alternate Form (Ex, 2 AP)

Prerequisites: Gargantuan-sized or larger, mythic power; Benefit: As a full-round action the creature can assume the shape of an inanimate structure such as a monument, mansion, or fortress. While in this form, the creature cannot move or take attacks, but it can use any spell-like or supernatural abilities, and retains its Dexterity bonus to AC. It can resume its base form as a full-round action. The type of structure the creature can become is selected when this ability is gained and cannot be changed thereafter.

Enhancements

  • The creature can maintain the ability to move while in its alternate form for an additional +2 AP.
  • The creature retains the ability to make a single natural attack per round while in its alternate form for an additional +2 AP.
  • The creature’s damage reduction doubles while in its alternate form for an additional +4 AP (to a maximum of DR 20). So, a creature with DR 10/ epic would possess DR 20/epic in its alternate form.
  • The creature gains fast healing 10 while in its alternate form for an additional +2 AP.
  • The creature can make superficial alterations to its alternate form each time the ability is used (such as a mansion changing its architecture, layout, or furnishings) for an additional +1 AP.

Format: alternate form; Location: SQ.

Amazing Initiative (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The creature has a bonus on initiative checks equal to its mythic rank.

Enhancements

  • As a free action on its turn, it can expend one use of mythic power to take an additional standard action during that turn for an additional +1 AP. This additional standard action can’t be used to cast a spell. It can’t gain an extra action in this way more than once per round.

Format: amazing initiative; Location: Special Attacks.

Apocalyptic Wound (Su, 2 AP)

Prerequisites: mythic power; Benefit: When the mythic creature takes damage, it can expend one use of its mythic power as an immediate action to inundate its attacker’s mind with dire prophetic visions for 1d6 rounds. A Will save (DC 10 + ½ the mythic creature’s HD + creature’s Constitution modifier) negates this effect. These visions cause the attacker to become dazzled and to take a 20% miss chance on all its attacks. This is a mind-affecting divination effect.

Enhancements

  • An affected creature must successfully save again each round or become confused, dazed, or frightened (equal chance of each) for 1 round for an additional +2 AP.
  • The duration of the effect is 2d6 rounds for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to use this ability (1 AP).

Format: apocalyptic wound; Location: Defensive Abilities.

Archive (Su, 2 AP)

Prerequisites: mythic power; Benefit: By concentrating for 1 minute without interruption, the mythic creature can conjure the door to a personal extradimensional library. This functions in a similar manner to an archmage’s sanctum but is 2,000 cubic feet in size. By spending one use of its mythic power as a full-round action, the mythic creature can instantly record a number of nonmagical writings (books, scrolls, carvings, and so on) equal to its mythic rank within tomes in the archive, provided it is touching or carrying the items it wishes to record.

Enhancements

  • If the mythic creature is killed or rendered unconscious, its body and any items it is carrying are immediately transported to its archive for an additional +2 AP. A mythic creature with this ability can conjure the door to the archive of a slain mythic creature with this ability at the location of the slain creature’s death.

Format: archive; Location: SQ.

Bestow Knowledge (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature can touch a target with an Intelligence of 3 or higher and bestow temporary knowledge and understanding. Choose one of the mythic creature’s skills; for the next 24 hours, the target of this ability uses the mythic creature’s skill ranks in place of its own, even if this is more than its maximum number of ranks. A creature can’t benefit from this ability more than once at the same time. If the mythic creature uses this ability on a target that is currently the target of bestow knowledge (from itself or another creature with this ability), the new bestow knowledge effect replaces the older one.

Enhancements

  • The creature can bestow a number of skills equal to half its mythic rank (minimum 1) for an additional +4 AP, or its mythic rank for an additional +6 AP.

Flaws

  • The creature must expend two uses of mythic power to use this ability (1 AP).

Format: bestow knowledge; Location: SQ.

Birth Spawn (Ex, 4 AP)

Prerequisites: mythic power; Benefit: As a full-round action, the mythic creature can give birth to a number spawn less than or equal to its mythic rank, which are any creatures that are at least one size category smaller than the mythic creature. Each day the mythic creature can produce any number of creatures whose combined total base CR does not exceed 3 + its Constitution modifier. The mythic creature does have any control or influence over spawn created in this manner.

Enhancements

  • Each spawn gains a random mutation (see Mutation sidebar) for an additional +2 AP.
  • Spawn created are affected by the equivalent of a permanent charm monster effect for an additional +2 AP or dominate monster for an additional +4 AP. This effect cannot be suppressed or dispelled.
  • As a swift action, the mythic creature can transfer a single harmful spell effect or condition from itself to one of its spawn within 30 feet for an additional +2 AP.

Flaws

  • Giving birth to a spawn requires 1 minute (1 AP) or 1 hour (2 AP).
  • The creature can only birth a single spawn at a time (1 AP).
  • The creature cannot have more total CR in spawn than its final CR at any one time. If it creates new spawn, older spawn of its choosing must be destroyed (2 AP).
  • The creature must expend a use of mythic power to birth spawn (2 AP).
  • The creature must expend two uses of mythic power to birth spawn (3 AP).

Format: birth spawn; Location: SQ.

Mutation

The following table can be used to represent random mutations from the birth spawn ability. Alternately, the mutant template (see the Pathfinder Roleplaying Game: Bestiary 5 for details) could represent mutated spawn or serve as inspiration for new mutations. A rough equivalent AP cost is shown for each mutation, and can be used to create or modify each mutation at your discretion.

d%Mutation
01–10Fatal Mutation The creature is birthed stillborn and horribly disfigured.
11–20Covered in Eyes (Ex, 1 AP) Eyes cover the front and back of the creature’s head. It gains allaround vision.
21–30Vestigial Companion (Ex, 1 AP) The creature has the head of an animal (usually a goat, chicken, or dog) growing out of its back or torso, providing the scent ability. If the base creature already has scent, this mutation allows it to determine the direction of a particular scent as a free action.
31–40Sticky (Ex, 3 AP) The creature’s limbs are covered in tiny, hooked hairs that give its skin a downy appearance. It gains the grab ability on its primary natural attacks (if it has any) or its unarmed strike, and a +8 racial bonus on Climb checks.
41–50Multiple Heads (Ex, 5 AP) The creature has 2d4 heads, granting it a +4 racial bonus on saving throws against illusions and enchantments and a +8 racial bonus on Perception checks. The creature speaks an additional number of languages equal to its total number of heads. Each head speaks with a different voice.
51–60Serpent-Headed Tail (Ex, 5 AP) The creature has a tail that ends in a snake head. This provides a +4 circumstance bonus on Perception checks and a primary bite attack (1d3 + the creature’s Strength modifier for a Medium creature). In addition, the creature gains Improved Trip as a bonus feat.
61–70Chameleon Scales (Ex, 6 AP) This creature is covered in scales that shift their hue to blend in with their surroundings. The creature gains a +8 racial bonus on Stealth checks and gains hide in plain sight.
71–80Tentacles (Ex, 6 AP) The creature’s legs are replaced with multiple tentacles. It can’t be tripped and gains a +8 racial bonus to CMD and a +8 racial bonus on combat maneuver checks to grapple.
81–90Impenetrable Skin (Ex, 7 AP) The creature’s skin is tough and scaly. It gains DR/— equal to half its HD (maximum 10).
91–99Poison Glands (Ex, 8 AP) The creature has a pair of poison sacs near its mouth. It gains immunity to poison, and three times per day it can spit a dose of poison up to 20 feet as a ranged touch attack. Poison: Contact—injury; save Fort DC 10 + 1/2 the creature’s HD + its Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.
100Favored Spawn (Su, 12 AP) Favored spawn gain a +4 luck bonus on all saving throws, a +4 increase to natural armor, a +4 inherent bonus to two ability scores, and 1 mythic rank.

Block Attacks (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Enhancements

  • The creature can use the block attacks ability more than once per round for an additional +2 AP. Each use of the block attacks ability beyond the first requires the creature expend one use of mythic power.

Format: block attacks; Location: Defensive Abilities.

Bone Eruption (Su, 4 AP)

Prerequisites: mythic power; Benefit: As a standard action, the creature can expend two uses of mythic power to call to the bones of all enemies within a 20-foot-radius burst. The bones shudder and twist within each creature, dealing a number of d6s of damage equal to the creature’s Hit Dice and giving each creature the sickened condition for 1d6 rounds. A successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier) halves the damage and negates the sickened condition.

Enhancements

  • If this damage kills a creature, some of its bones tear free from its body and fuse with the mythic creature, healing it for 1d6 points of damage per Hit Die of the slain creature for an additional +2 AP. Creatures immune to critical hits are immune to this ability.
  • The ability requires the expenditure of only one use of mythic power for an additional +2 AP.

Format: bone eruption; Location: Special Attacks.

Brutal Surge (Su, 2 AP)

Prerequisites: mythic power; Benefit: When the creature expends mythic power to add a surge die to an attack roll, it also adds a surge die to that attack’s damage roll. This is not an action and does not require the expenditure of any additional uses of mythic power to use this ability.

Format: brutal surge; Location: Special Attacks.

Cantrips/Orisons (Su, 1 AP)

Prerequisites: mythic power, spellcaster; Benefit: The creature automatically knows all cantrips (for arcane spells) or orisons (for divine spells) for its equivalent spellcasting class and can cast them at will.

Enhancements

  • Any cantrip/orison cast functions as a potent version of the spell (increase save DC by 2 and gain a +2 bonus on caster level checks to overcome spell resistance) with no additional expenditure of mythic power for an additional +1 AP.

Format: cantrips/orisons; Location: SQ.

Contemptuous Toss (Ex, 2 AP)

Prerequisites: Awesome Blow feat, mythic power; Benefit: When the creature uses Awesome Blow and expends a use of mythic power, its target flies up to 60 additional feet and takes 1d6 points of damage for every additional 20 feet traveled.

Enhancements

  • The creature selects one type of attack. When using the selected attack, it can hurl the target up to 60 feet upward instead of sideways for an additional +1 AP.

Format: contemptuous toss; Location: Special Attacks.

Destruction (Su, 3 AP)

Prerequisites: mythic power; Benefit: Any opponent killed by the mythic creature is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected.

Flaws

  • The opponent is only entirely destroyed if killed by a specific attack or special ability possessed by the mythic creature (1 AP).
  • The opponent’s non-mythic magical equipment is destroyed if its caster level is less than or equal to the creature’s mythic tier (1 AP)

Format: destruction; Location: Special Attacks.

Devastator (Su, 4 AP)

Prerequisites: Vital Strike feat, mythic power; Benefit: As a full-round action, the creature can make a single attack at its highest base attack bonus with a natural attack or manufactured weapon. This attack counts as a Vital Strike despite not using an attack action. On a successful hit, this attack bypasses all damage reduction and hardness.

Enhancements

  • If used to perform a sunder combat maneuver or to damage an object, the attack is capable of critical hits (despite objects’ usual immunity to critical hits) and is automatically treated as a critical threat for an additional +2 AP.

Flaws

  • The creature must expend a use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: devastator; Location: Special Attacks.

Devolution (Su, 6 AP)

As a standard action, the mythic creature can touch a creature and cause it to permanently lose cognitive function. The target touched must succeed on a Will save (DC 10 + ½ mythic creature’s HD + creature’s Charisma modifier) or be affected by an effect similar to feeblemind that can be removed only by a wish, miracle, or the mythic equivalent of a spell or effect capable of removing feeblemind (such as a mythic heal spell).

Enhancements

  • If a creature affected by devolution procreates, its children can’t have an Intelligence or Charisma score higher than 2 naturally for an additional +2 AP. The effect on progeny cannot be lifted by magic. Progeny created with this affliction also possess physical traits that were more common among earlier evolutionary forms of their parent species.

Flaws

  • The creature must expend a use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: devolution; Location: Special Attacks.

Dual Initiative (Ex, 6 AP)

Prerequisites: mythic power; Benefit: The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster’s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature’s round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.

Flaws

  • The creature must expend a use of mythic power as a free action during its first turn to gain a second turn (2 AP).
  • The creature must expend two uses of mythic power as a free action during its first turn to gain a second turn (3 AP).

Format: +21/+1; Location: Initiative.

Earthquake (Su, 5 AP)

Prerequisites: mythic power; Benefit: The creature can hit the ground and expend two uses of mythic power to cause an earthquake (as the spell). Creatures with this ability are not affected by the earthquake.

Enhancements

  • The creature adds its mythic rank to the earthquake effect save DCs for an additional +1 AP.
  • Activating this ability only requires expending one use of mythic power for an additional +2 AP.

Format: earthquake; Location: Special Attacks.

Eclipse (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to blot out the sun in a 1-mile radius. This entire area is affected by the darkness spell for 1 hour.

Enhancements

  • The effect is equivalent to the deeper darkness spell for an additional +1 AP.
  • The creature is unaffected by the darkness effect it creates for an additional +1 AP.
  • The area affected is a 10-mile radius for +1 AP or a 100-mile radius for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: eclipse; Location: Special Attacks.

Elemental Blood (Su, 2 AP)

Prerequisites: breath weapon, mythic power; Benefit: The mythic creature’s blood and other fluids are infused with acid, cold, electricity, or fire, matching its breath weapon energy type. Every time the creature is damaged by a piercing or slashing weapon, the attacking creature takes energy damage according to the table below (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the creature has the swallow whole ability, it adds this damage to its swallow whole damage.

Creature SizePoints of Energy Damage
Medium or smaller1d4
Large1d6
Huge1d8
Gargantuan2d6
Colossal2d8

Enhancements

  • The creature’s elemental blood ability functions as if it was a creature of one size category larger for an additional +1 AP, or two size categories larger for +2 AP.

Format: elemental blood (2d6 fire); Location: Defensive Abilities.

Elemental Fury (Su, 2 AP)

Prerequisites: breath weapon, elemental blood, mythic power, natural weapon; Benefit: If the mythic creature confirms a critical hit with a natural weapon, it adds its elemental blood damage to the damage dealt by the natural attack.

Format: elemental fury (1d6 fire); Location: Special Attacks.

Elemental Inferno (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as an immediate action to cause any acid, cold, electricity, or fire (select one) damage it deals ignore resistance and immunity for 1 round.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: elemental inferno; Location: Special Attacks.

Flash of Brutality (Su, 2 AP)

Prerequisites: mythic power; Benefit: Once per day as a swift action, the creature can gain a burst of savage inspiration. When it does, it doubles the threat range of any attack it takes until the start of its next turn. This does not stack with feats or abilities that increase an attack or weapon’s threat range.

Enhancements

  • The creature’s flash of brutality lasts for an additional round per additional +1 AP spend, up to a maximum number of rounds equal to its mythic rank.
  • Once per day, when the creature reaches 0 or fewer hit points, this ability recharges, allowing it to use the ability a second time that same day for an additional +1 AP.

Flaws

  • The creature must expend a use of mythic power to activate this ability (2 AP).
  • The creature must expend two uses of mythic power to activate this ability (3 AP).

Format: flash of brutality; Location: Special Attacks.

Feral Savagery (Su, 2 AP)

Prerequisites: mythic power; Benefit: Select a set of circumstances that must involve the creature making a melee attack. For example, the creature making a full attack, rend attack, or using the pounce ability. When performing the selected action, the creature can immediately attempt an additional attack against an opponent. This attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This additional attack doesn’t stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn’t grant an extra action, so the creature can’t use it to cast a second spell or otherwise take an extra action in the round.

Format: feral savagery (full attack); Location: Special Attacks.

Fire Vortex (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to create a vortex of fire within 30 feet. The vortex is 5 feet wide at its base, 15 feet wide at the top, and 30 feet tall. Any creature starting its turn adjacent to the vortex takes a number of d6s of fire damage equal to the creature’s mythic rank. Any creature passing through the vortex takes a number of d6s of fire damage equal to the mythic creature’s Hit Dice. A successful Reflex save (DC 10 + mythic creature’s HD + creature’s Constitution modifier) halves this damage. The mythic creature can move the vortex up to 20 feet as a move action. If the vortex moves through a creature, that creature must succeed on the saving throw against the vortex to avoid taking damage. The vortex lasts for a number of rounds equal to the creature’s mythic rank.

Enhancements

  • The creature can expend one use of mythic power to move the vortex as a swift action for an additional +2 AP.
  • The range of the vortex is increased to 60 feet for +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • The vortex is 10 feet wide at its base, 30 feet wide at the top, and 60 feet tall for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: fire vortex; Location: Special Attacks.

Fortification (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The monster has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.

Enhancements

  • The creature treats any critical hit or sneak attack as a normal hit for an additional +1 AP.

Format: fortification (50%); Location: Defensive Abilities.

Gestation Aura (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature’s aura pulses with developing life. All poisons or diseases active within 30 feet have an onset of 1 round and a frequency of 1/minute. Impregnated creatures within 30 feet gestate in 2d4 rounds. Any creature born within this aura gains a mutation (see Mutation sidebar).

Format: gestation aura (30 ft.); Location: Aura.

Greensight (Su, 1 AP)

Prerequisites: mythic power; Benefit: The monster can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster’s sight, though solid wood still blocks its line of sight.

Enhancements

  • The creature can see through plant matter up to the limits of its normal vision for an additional +1 AP.

Format: greensight 60 ft.; Location: Senses.

Ground Pound (Ex, 4 AP)

Prerequisites: mythic power; Benefit: As a standard action, the creature can expend one use of mythic power and hit the ground with a bludgeoning weapon or natural attack that deals bludgeoning damage. Choose one intersection within reach; creatures touching the ground within a 20-foot burst centered on that intersection take the damage normally dealt by that bludgeoning weapon or natural attack. A successful Reflex save (DC 10 + 1/2 mythic creature’s HD + creature’s Strength modifier) halves the damage. Creatures that fail their saves are knocked prone and moved 5 feet directly away from chosen intersection. This ability has no effect on creatures with the ground pound ability.

Enhancements

  • Creatures take double the normal damage dealt by the bludgeoning weapon or natural attack for an additional +2 AP.
  • The area of effect is increased to a 40-foot burst for an additional +2 AP. a 60-foot burst for an additional +4 AP, or an 80-foot burst for an additional +6 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: ground pound; Location: Special Attacks.

Gruesome Dismemberment (Ex, 6 AP)

Prerequisites: grab, mythic power, natural attack; Benefit: When the mythic creature successfully holds a grappled creature, it may expend one use of mythic power to attempt to dismember that creature. The mythic creature attempts a grapple check; if successful, the target takes double the normal damage from one of the mythic creature’s natural attacks and the attack pulls off one of the target’s legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM’s discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).
  • The target can negate the dismemberment and halve the bleed damage (but not the natural attack damage) with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Strength modifier) (1 AP).

Format: gruesome dismemberment; Location: Special Attacks.

Heroic Challenge (Su, 2 AP)

Prerequisites: mythic power; Benefit: Once per day, the mythic creature can give a nonmythic creature the agile, arcane, divine, invincible, or savage mythic template (see Pathfinder RPG Mythic Adventures for details). The mythic creature must expend a number of uses of mythic power equal to the amount the target creature’s CR increases. The target isn’t under the mythic creature’s control, but won’t willingly attack the mythic creature unless magically forced to do so. The target retains the template for 1 round per mythic rank of the mythic creature.

Enhancements

  • The mythic creature can use this ability any number of times per day for an additional +2 AP. Each use requires expending the required mythic power.
  • The duration of the template is 1 minute per mythic rank for an additional +2 AP or 1 hour per mythic rank for an additional +4 AP.

Format: heroic challenge; Location: SQ.

Immediate Counterspell (Ex, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: The creature can expend one use of mythic power as an immediate action to attempt to counter a spell. The mythic creature must use a spell, spell slot, or dispel magic to counterspell as normal. This ability allows the mythic creature to counterspell without first readying an action.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: immediate counterspell; Location: SQ.

Impregnate Surrogate (Su, 4 AP)

Prerequisites: birth spawn, mythic power; Benefit: The mythic creature can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. The creature makes a grapple combat maneuver check, and if successful it impregnates that creature regardless of its gender. A mythic character must succeed at a Fortitude saving throw (DC 10 + 1/2 the impregnating creature’s HD + creature’s Constitution modifier) to avoid being impregnated; a non-mythic character is impregnated automatically.

An impregnated creature’s pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim’s abdomen, which deals 1d6 points of damage per mythic rank to the pregnant creature and applies the broken condition to any armor it is wearing.

A remove disease spell (DC equals monster’s final CR) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a Heal check (DC 10 + monster’s final CR). On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed.

The creature spawned by means of this impregnation is any creature of the mythic creature’s choice that is at least one size category smaller than the creature impregnated. These spawn count against the mythic creature’s daily CR allowance for the birth spawn ability. This otherwise functions as the birth spawn ability.

Format: impregnate surrogate (DC 24); Location: Special Attacks.

Infuse Arms and Armor (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Any improvised weapon the creature wields is treated as a comparable normal weapon. Any normal weapon the creature wields is treated as a masterwork weapon. Any masterwork weapon it wields is treated as a weapon with a magical +1 enhancement bonus. Any weapon with a magical enhancement bonus it wields is treated as though its enhancement bonus were 1 higher than its actual value (to a maximum of +6). This ability also applies to armor and shields (normal is treated as masterwork, masterwork is treated as +1, and +1 or higher is treated as 1 higher than actual).

Format: infuse arms and armor; Location: SQ.

Invulnerable Soul (Su, 4 AP)

Prerequisites: mythic power; Benefit: By expending one use of mythic power as a standard action, or automatically at no cost anytime it is reduced to fewer than 0 hit points, the mythic creature assumes the shape of a miniscule valuable object, such as a ring, pearl, or gem. The mythic creature retains awareness of its environment, but otherwise is treated as if it had the petrified condition. The creature’s form cannot be damaged in any way or affected by most spells or abilities, but the mythic creature can be forced to return to normal form by a miracle or wish spell. While in its object form, the mythic creature heals naturally, and it automatically returns to its normal form when it is fully healed.

Flaws

  • The creature’s object form is not immune to damage, but has hardness equal to its mythic rank or damage reduction (whichever is higher), and hit points equal to its maximum hit point total (2 AP).

Format: invulnerable soul; Location: Defensive Abilities.

Iron Resilience (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Once per round, the creature can ignore an attack (whether it required an attack roll, was a targeted spell, or was an area attack, and regardless of whether it would specifically cause hit point damage or not) that would reduce it to negative hit points or kill it. The creature takes no damage from the attack. The creature can choose to use this ability after the result of any attack roll, caster level check to overcome spell resistance, saving throw, or other pertinent check is revealed.

Enhancements

  • As an immediate action, the creature can expend one use of mythic power to use this ability to ignore all attacks that would reduce it to negative hit points or kill it from one creature for 1 round for an additional +2 AP.
  • The creature can ignore any attack once per round (not only one reducing it to negative hit points or killing it) for an additional +4 AP.
  • The creature can expend one use of mythic power to ignore an additional attack beyond the first in the same round for an additional +2 AP. This requires no action and can be activated so long as the creature has mythic power remaining.

Flaws

  • The creature must expend one use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: iron resilience; Location: Defensive Abilities.

Lair Mastery (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can designate an area no greater than 100 feet on a side (typically a maze, underground dungeon, or other confusing structure) as its personal lair. As a move action, the creature can teleport (as the greater teleport spell) from one point in its lair to any other point in its lair. The creature can change its lair once per week and can share its lair with other creatures (including other creatures with this ability) without interfering with this ability.

Enhancements

  • Whenever the creature must make a saving throw while inside its lair, it can roll twice and take the higher result for an additional +2 AP, or +1 AP if the creature must expend a use of mythic power to use this ability.

Flaws

  • The creature must expend a use of mythic power to teleport (2 AP).
  • The creature must expend two uses of mythic power to teleport (3 AP).

Format: lair mastery; Location: SQ.

Limitless Vision (Su, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature takes no distance penalties on Perception checks.

Format: limitless vision; Location: Senses.

Mark of Restraint (Su, 4 AP)

Prerequisites: mythic power, natural attack; Benefit: If the mythic creature successfully hits an opponent with a designated natural attack it can spend one use of its mythic power as a free action to mark that opponent with a restraining effect. This effect functions like a mark of justice (caster level equal creature’s Hit Dice) that triggers if the opponent attacks the mythic creature; the opponent is instantly aware of this condition. If the opponent attacks the mythic creature, the mark’s curse is activated and imposes a permanent –4 penalty on the opponent’s attack rolls, saving throws, ability checks, and skill checks.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).
  • The creature is permitted a Will save (DC 10 + ½ the mythic creature’s HD + creature’s Charisma modifier) to negate this effect (2 AP).

Format: mark of restraint; Location: Special Attacks.

Mistsight (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, with a range of 60 feet.

Enhancements

  • The creature can see through plant matter up to the limits of its normal vision for an additional +1 AP.

Format: mistsight; Location: Senses.

Modify Memory (Su, 3 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as a swift action to modify the memory of a creature within 60 feet (as the modify memory spell). The target can negate this effect with a successful Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Charisma modifier).

Flaws

  • The creature must be reading the creature’s mind with the detect thoughts spell or a similar ability to use modify memory (1 AP).

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: modify memory; Location: Special Attacks.

Mythic Brawler (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to attempt any single combat maneuver as a swift action with no attack of opportunity for the attempt.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: mythic brawler; Location: Special Attacks.

Mythic Immortality (Su, 10 AP)

Prerequisites: mythic power; Benefit: If the creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn’t treated as if it had rested, and doesn’t regain the use of abilities that recharge with rest until it next rests. This ability doesn’t apply if it is killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is mythic rank 10, it can be killed only by a coup de grace or critical hit made with an artifact.

Enhancements

  • The creature returns to life after 1 hour for +2 AP, 1 minute for +4 AP, or 1 round for +6 AP.
  • The creature functions as if it had rested for a full 8 hours when it returns to life, regaining the use of abilities that recharge with rest for an additional +8 AP.

Flaws

  • The creature can also be permanently killed by a specific, unique condition, non-mythic creature, or item that isn’t capable of bypassing epic damage reduction (1 AP).
  • The creature can be also permanently killed by a rare but not unique condition, creature, or item type (2 AP).
  • The creature can be also permanently killed by a common condition, creature, or item type (3 AP).

Format: mythic immortality; Location: SQ.

Mythic Magic (Su, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: Once per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way). This ability cannot be used to cast the mythic version of spell-like abilities (see the mythic spell-like ability enhancement for details).

Enhancements

  • The creature can use the mythic magic ability (with an expenditure of mythic power) an additional time per day per +1 AP spent. The creature cannot spend more APs on this ability than its mythic rank.

Format: mythic magic 3/day; Location: Special Attacks.

Mythic Path (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature selects a mythic path (archmage, champion, guardian, hierophant, marshal, or trickster; see Pathfinder Roleplaying Game: Mythic Adventures for details). The creature gains one of the base abilities associated with the mythic path (archmage arcana, champion’s strike, guardian’s call, divine surge, marshal’s order, or trickster’s attack), using its mythic rank as its mythic tier. The creature can select this ability up to three times, gaining all of the associated mythic path base abilities. The creature cannot gain mythic path abilities from more than one mythic path.

Format: marshal’s order (advance); Location: SQ.

Mythic Path Ability (Ex, 2 AP)

Prerequisites: mythic path, mythic power; Benefit: The creature gains any 1st-tier mythic path ability associated with the path selected with the mythic path ability (see Pathfinder Roleplaying Game: Mythic Adventures for details). This ability (and the universal path ability) can be selected up to once per mythic tier, each time gaining a new mythic path ability. The cost does not stack to determine the maximum AP points a creature may spend per CR.

Enhancements

  • This ability can be purchased without the mythic path prerequisite for an additional +1 AP.
  • If the creature has a mythic rank of 3 or higher, it can select a 3rd-tier mythic path ability for an additional +2 AP.
  • If the creature has a mythic rank of 6 or higher, it can select a 6th-tier mythic path ability for an additional +4 AP.

Format: eldritch breach; Location: SQ.

Mythic Path Mastery (Ex, 8 AP)

Prerequisites: mythic path, mythic rank 10, mythic power; Benefit: The creature gains the 10th tier ability associated with the path selected with the mythic path ability (true archmage, legendary champion, true defender, divine vessel, visionary commander, or supreme trickster; see Pathfinder Roleplaying Game: Mythic Adventures for details).

Format: true archmage; Location: SQ.

Oubliette (Su, 4 AP)

Prerequisites: mythic power, powerful charge; Benefit: Whenever the creature hits an opponent with a natural attack as part of a powerful charge, the target must succeed on a Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Wisdom modifier) or be sent into an extradimensional prison, as the maze spell, except the effect only lasts for 1d4+1 rounds.

Enhancements

  • The effect lasts for 1 minute for +1 AP or 10 minutes for +2 AP.

Flaws

  • The creature must expend a use of mythic power to send the opponent into the maze (2 AP).
  • The creature must expend two uses of mythic power to send the opponent into the maze (3 AP).

Format: oubliette; Location: Special Attacks.

Opportunistic Movement (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature can rapidly move to take advantage of an opponent’s weakened defenses. When an opponent within a distance equal to or less than the distance the mythic creature can cover with a single move action takes an action that provokes an attack of opportunity, as an immediate action the creature can expend one use of mythic power to move up to its speed. The mythic creature must end its movement next to the creature that provoked the attack of opportunity and can then make an attack of opportunity against that creature.

Enhancements

  • The mythic creature’s movement from this ability doesn’t provoke attacks of opportunity for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: opportunistic movement; Location: Special Attacks.

Pain Blast (Su, 4 AP)

Prerequisites: mythic power; Benefit: Once per round as a standard action, the creature can stimulate extreme pain in one opponent within its reach. The creature takes a –4 penalty on attack rolls, skill checks, and ability checks until the start of the mythic creature’s next turn or until it moves at least 60 feet away from the mythic creature.

Enhancements

  • Using this ability is a move action for +1 AP, a swift action for +2 AP, or a free action for +3 AP.
  • The effects last for 1 round per mythic rank for an additional +2 AP, but the creature can only affect one creature at a time and targeting a different creature immediately ends the effect on any other creature.
  • The range of the effect is increased to 30 feet for +1 AP, or 60 feet for +2 AP.

Flaws

  • The opponent can negate the effects with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + mythic creature’s Charisma modifier). On a successful save, the creature is immune for 24 hours (2 AP).
  • Mythic creatures are immune to the effects (1 AP).
  • The creature must expend a use of mythic power to activate this ability (2 AP).
  • The creature must expend two uses of mythic power to activate this ability (3 AP).

Format: pain blast; Location: Special Attacks

Petrify (Su, 4 AP)

Prerequisites: mythic power; Benefit: If the mythic creature hits a target with a selected natural attack type, it can expend two uses of mythic power to permanently turn that target to stone (as the flesh to stone spell). The creature negates this effect with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + mythic creature’s Constitution modifier).

Enhancements

  • If the target succeeds on the saving throw, it is slowed (as the slow spell) for 1d6 rounds for an additional +2 AP.
  • The ability only requires expending one use of mythic power for +2 AP.

Format: petrify; Location: Special Attacks.

Plantbringer (Su, 1 AP)

Prerequisites: mythic power; Benefit: All plants within a 1-mile radius of the creature grow at double their normal rate and don’t suffer from any diseases or maladies.

Enhancements

  • Allied plant creatures within 30 feet of the creature gain fast healing equal to the creature’s mythic rank for an additional +3 AP. If the creature uses the plant shape spells or wild shape to take the form of a plant, it gains this fast healing in plant form. However, a plant creature does not gain this fast healing and should instead take the fast healing ability separately. The range of the creature’s ability to grant fast healing increases by +10 feet per +1 AP spent.

Format: plantbringer; Location: SQ.

Possess Statue (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to possess and animate a Medium-sized or smaller stone statue within 100 feet. The possessed statue functions as a non-mythic animated object of its size and lasts so long as the statue is in range and the mythic creature concentrates. When using this ability, the mythic creature’s actual body is immobile and helpless. It can stop using this ability as a move action. If the statue is destroyed, the mythic creature’s life force returns to its own body.

Enhancements

  • The creature can animate up to a Large-sized statue as an animated object of its size for an additional +3 AP, up to a Huge-sized statue for +6 AP, up to a Gargantuan-sized statue for +9 AP, or up to a Colossal-sized statue for +12 AP.
  • The creature can animate a number of statues at once equal to its mythic rank for an additional +2 AP. Each statue animated requires expending mythic power separately.
  • The range of the possession is 1,000 feet for an additional +1 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: possess statue; Location: SQ

Pressure Wave (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to create a 60-foot-radius burst of pressurized water. Creatures in the area must attempt a Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier). Success means the creature is sickened for 1 round; failure means the creature is nauseated for 1 round and sickened for 1 round after that. Creatures with the aquatic or water subtypes are immune to this ability.

Enhancements

  • The duration of the nauseated and sickened conditions (whether or not the save is successful) is 1d4 rounds for an additional +2 AP, or 1d6 rounds for +4 AP.
  • If the creature expends two uses of mythic power, creatures nauseated by this ability also take damage as if the creature had hit the opponents with a natural attack for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: pressure wave; Location: Special Attacks.

Recuperation (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The creature is restored to full hit points after 8 hours of rest so long as it isn’t dead.

Enhancements

  • By expending one use of mythic power and resting for 1 hour, the creature regains a number of hit points equal to half its full hit points (up to a maximum of its full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on) for an additional +3 AP. This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Format: recuperation; Location: SQ.

Reveler’s Rapture (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature emits a bacchanalian aura of euphoria to a range of 30 feet. Creatures that enter the aura’s area engage their wild side, with an effect equivalent to irresistible dance. A successful Will save (DC 10 + ½ the mythic creature’s HD + creature’s Charisma modifier) renders the subject immune to effect and that mythic creature’s aura for 24 hours. The creature can exclude any targets it wishes from her aura’s effects.

Enhancements

  • On a successful save, a creature within the aura still dances (as the irresistible dance spell) for 1 round for +2 AP.

Flaws

  • A creature under the effect of reveler’s rapture can attempt a new save at the end of each turn after the first to end the effect and become immune to the aura (2 AP).

Format: reveler’s rapture (DC 20, 30 ft.); Location: Aura.

Riddle (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to ask a riddle of a creature within 100 feet. If the creature fails a Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Charisma modifier) it is compelled to give an answer within 1 minute (a creature in combat when the mythic creature uses this ability gain a +4 bonus on the saving throw). The mythic creature gets a +4 bonus on attack rolls, damage rolls, and saving throws against any creature that refuses to answer (via a successful saving throw), can’t answer (including if it’s in an area affected by a silence spell), answers incorrectly, or flees the mythic creature instead of answering. The bonuses from failing to solve the riddle last for 24 hours. The need to answer is a compulsion, mind-affecting, language-dependent enchantment effect.

Enhancements

  • Up to four creatures can be affected at once for +1 AP, eight creatures for +2 AP, or twelve creatures for +3 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: riddle; Location: Special Attack.

Rising Fury (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Each time the creature takes damage, it gains a +1 morale bonus on damage rolls until the end of its next turn. This bonus increases by +1 each time the creature takes damage, up to a maximum of +5. At the end of the mythic creature’s turn, this damage bonus resets to +0.

Enhancements

  • The morale bonus to damage becomes +2, and the maximum bonus is +10 for an additional +2 AP.
  • The damage bonus doesn’t reset until after a number of rounds equal to the creature’s mythic tier for an additional +4 AP.

Flaws

  • The creature takes a –1 cumulative penalty to Armor Class each time it gains a bonus to damage. This penalty persists for as long as the damage bonus remains (2 AP).

Format: rising fury; Location: Special Attacks.

Second Save (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it’s still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Enhancements

  • By expending one use of mythic power as a free action the creature can attempt an additional save against an effect with a duration greater than 1 round to shake off the effect for an additional +2 AP. This is only necessary after the creature has failed the previous saves granted by the second save ability, but the creature can make additional saves once per round thereafter by expending mythic power.

Format: second save; Location: after saving throws.

Secret Knowledge (Su, 2 AP)

Prerequisites: mythic power; Benefit: By expending one use of mythic power as a free action, the creature learns one weakness, vulnerability, or special defense of an opponent within reach.

Enhancements

  • The creature can learn about an opponent it can see within 30 feet for an additional +1 AP.
  • The creature learns a number of pieces of information (weaknesses, vulnerabilities, and special defenses) equal to its mythic rank each time this ability is used for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: secret knowledge; Location: Senses.

Secret Lair (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can spend 1 hour concentrating to create a labyrinthine extradimensional lair. This functions like greater create demiplane (see Pathfinder RPG Ultimate Magic for details) and creates a demiplane with the morphic, portal, shape, and structure properties. The demiplane is approximately a 500-foot-diameter sphere. The demiplane’s portal is connected to the location where the mythic creature created it. The mythic creature can have only one demiplane active at a time, and the demiplane dissolves 10d10 minutes after the mythic creature leaves.

Enhancements

  • The extradimensional lair remains permanently until the mythic creature creates a new lair in a different location for an additional +2 AP.
  • The mythic creature can alter the planar traits of the lair (as the create greater demiplane spell) by expending one use of mythic power per planar trait altered for an additional +2 AP.

Flaws

  • The creature must expend one use of mythic power to activate this ability (1 AP).
  • The creature must expend two uses of mythic power to activate this ability (2 AP).

Format: secret lair; Location: SQ.

Smother (Ex, 2 AP)

Prerequisites: grapple, mythic power; Benefit: If the creature’s grappled opponent is holding its breath, the monster can force that opponent to expel or consume some of its breath, or can otherwise reduce the time remaining until the target must attempt checks to avoid suffocation.

If the monster succeeds at a grapple check against the opponent, the remaining duration for which the opponent can hold its breath decreases by 1d6 rounds. If this reduces the remaining time that the creature can hold its breath to 0 rounds or fewer, the DCs of its suffocation checks increase by 5. For example, if the monster is grappling a creature that has 10 rounds remaining before it must attempt suffocation checks, a successful grapple check reduces that duration by 1d6 rounds.

If the monster has another ability (such as constrict) that harms the opponent when it succeeds at a grapple check, it can automatically use the smother ability when it succeeds at the grapple check to use the other ability.

Format: smother; Location: Special Attacks.

Spell Blessing (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can enhance the magic of a willing humanoid spellcaster by touching him for 1 full round. The blessing allows the target to recall a number of spell levels each day equal to twice the mythic creature’s mythic rank. This recalling works like a pearl of power, except it works for spellcasters of any class (spontaneous casters recover spent spell slots). The mythic creature can only grant this blessing to a single creature at any one time, but can end this blessing as a standard action at any range.

Enhancements

  • The creature can bless a number of different creatures at the same time equal to its mythic rank for an additional +4 AP.
  • The mythic creature can drain the life of a creature it is blessing for an additional +2 AP. As a standard action, at any range, it can expend one use of mythic power to drain 1 point of Constitution from that creature. The mythic creature heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each time this ability is used.

Flaws

  • The creature must expend one use of mythic power to activate this ability (1 AP). This use of mythic power cannot be recovered until the spell blessing is ended.

Format: spell blessing; Location: SQ.

Spell Perception (Su, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: The creature automatically notices spellcasting within 60 feet. The mythic creature automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.

Format: spell perception; Location: Senses.

Steal Soul (Su, 6 AP)

Prerequisites: mythic power; Benefit: As a ranged attack, the mythic creature can pelt an opponent with a ritually prepared, soul-stealing object, such as a gem, skull, or carved wooden likeness. If the object strikes its target, she must succeed at a Will saving throw (DC 10 + 1/2 the mythic creature’s HD + creature’s Wisdom modifier) to prevent it from ripping her soul from her body. If the victim fails the saving throw, the object temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the object. Thereafter, the object’s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the object is destroyed. While the mythic creature can carry multiple objects, it can only manipulate single soul at one time. The soul remains trapped within the object for one day per mythic rank.

Enhancements

  • The soul remains permanently trapped within the object until it is destroyed for an additional +2 AP. If the target dies while the soul is trapped in this manner, it cannot be resurrected by magic except for a miracle or wish spell until the object is destroyed.
  • The mythic creature can manipulate a number of souls at one time equal to its mythic rank for an additional +4 AP.

Flaws

  • The creature must expend one use of mythic power to both trap a soul and command the victim (2 AP).
  • The creature must expend two uses of mythic power to both trap a soul and command the victim (3 AP).

Format: steal soul; Location: Special Attacks.

Stone Armor (Su, 2 AP)

Prerequisites: mythic power; Benefit: Any weapon that strikes the creature takes 1d6 points of damage that bypasses the weapon’s hardness.

Enhancements

  • The damage is increase to 1d8 for an additional +1 AP, 2d4 for +2 AP, 2d6 for +3 AP, 2d8 for +4 AP, or 2d10 for +5 AP.
  • Any creature attacking with natural weapons or unarmed strikes takes damage as a weapon for an additional +2 AP.

Format: stone armor (1d6); Location: Defensive Abilities.

Terrain Control (Su, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature can expend one use of mythic power to create difficult terrain in a 100-foot-radius burst; the type of difficult terrain is appropriate to the area (mud in plains, rubble in mountains, and so on). The effects of this ability persist so long as the mythic creature remains within 10 miles of the affected area.

Enhancements

  • The area of effect increases to 1,000-foot-radius burst for an additional +2 AP.
  • The effect continues functioning at any range for an additional +1 AP, and also functions across planar boundaries for an additional +2 AP.
  • The mythic creature can expend one additional use of mythic power when activating this ability to alter the area as the hallucinatory terrain spell for an additional +2 AP. However, these alterations to the terrain are physical and not an illusion.

Flaws

  • The creature must expend two uses of mythic power to activate the ability (1 AP).

Format: terrain control (100 ft.); Location: SQ.

Touch of Chaos/Evil/Good/Law (Su, 2 AP)

Prerequisites: alignment, mythic power; Benefit: This functions as the 1st-level Chaos, Evil, Good, or Law cleric domain abilities, except the creature can expend one use of mythic power as a free action to use this ability when it hits with an attack. The ability lasts for a number of rounds equal to the creature’s mythic tier. The creature must possess an alignment equal to the domain ability selected.

Format: touch of chaos; Location: Special Attacks.

Trap Weapon (Ex, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the creature (after subtracting any DR) is stuck fast unless the wielder succeeds at a Reflex save (DC 10 + 1/2 the mythic creature’s HD + creature’s Strength modifier). A creature can spend a standard action to attempt a Strength check at the same DC to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The mythic creature can release any number of stuck weapons as a free action.

Flaws

  • The creature must expend a use of mythic power as an immediate action to trap a weapon (2 AP).
  • The creature must expend two uses of mythic power as an immediate action to trap a weapon (3 AP).

Format: trap weapon; Location: Defensive Abilities.

Uncanny Flight (Su, 1 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as an immediate action to gain a fly speed equal to its base speed (perfect maneuverability). When it activates this ability, the creature chooses whether to manifest wings or to float unnaturally.

Enhancements

  • If the creature manifests wings, it gains a bonus on Intimidation equal to its mythic rank for an additional +1 AP.
  • If the creature floats unnaturally, it gains a bonus on Stealth equal to its mythic rank for an additional +1 AP.

Format: fly 60 ft. (perfect); Location: Speed.

Universal Path Ability (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature gains any 1st-tier universal path ability (see Pathfinder Roleplaying Game: Mythic Adventures for details). This ability (and the mythic path ability) can be selected up to once per mythic tier, each time gaining a new mythic path ability. The cost does not stack to determine the maximum AP points a creature may spend per CR.

Enhancements

  • If the creature has a mythic rank of 3 or higher, it can select a 3rd-tier universal path ability for an additional +2 AP.
  • If the creature has a mythic rank of 6 or higher, it can select a 6th-tier universal path ability for an additional +4 AP.

Format: display of strength; Location: SQ.

Unstoppable (Ex, 3 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. It can use this ability at the start of its turn even if a condition would prevent it from acting.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: unstoppable; Location Defensive Abilities.

Uplift (Su, 4 AP)

Prerequisites: mythic power; Benefit: As a full-round action, the mythic creature can impart incredible capacity for thought and understanding to a creature it touches. The creature must have an Intelligence score of 3 or less to be affected by this ability. This affect is identical to awaken, except that it works on creatures of the animal, plant, humanoid, magical beast, and monstrous humanoid types. Creatures affected by uplift don’t change creature type (with the exception of animals, which become magical beasts), nor does the affected creature have any inherent affinity toward the mythic creature. The effect of uplift is permanent and is passed on to any progeny the uplifted creature produces.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: uplift; Location: SQ.

Vengeful Seeker (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature can relentless pursue creatures that wrong it. It gains the swift tracker and quarry abilities of a ranger when tracking or hunting any creature that has confirmed a critical hit against it, penetrated its spell resistance (if any), or taken anything belonging to it. Any divination spell or spell-like ability the mythic creature uses to locate the target counts as the mythic version of the spell, if appropriate.

Format: vengeful seeker; Location: SQ.

X-Ray Vision (Su, 2 AP)

Prerequisites: mythic power; Benefit: The monster can see through solid matter as if wearing a ring of x-ray vision. This is as exhausting as if the monster were actually using the ring.

Enhancements

  • Using x-ray vision does not cause Constitution damage for an additional +2 AP.

Format: x-ray vision; Location: Senses.

Mythic Enhancements

Many mythic abilities represent incrementally more powerful versions of existing monster abilities. In this sense, nearly any ability that requires an action can be modified to become a mythic ability by adding the following general enhancements.

General Mythic Enhancements

When modifying an already completed monster to be a mythic creature, the following optional enhancements can be used to improve its established abilities with minimal effort. These enhancements should only be applied to abilities that require an action to use, and should not be applied to passive abilities or abilities with long durations.

Mythic Spell

If a creature’s ability functions in a similar manner to a spell with a mythic spell equivalent, one simple method is to allow the mythic version of the creature to use the mythic equivalent of the spell effects as an enhancement. This also helps establish the number of uses of mythic power appropriate for using the ability (one use at minimum). This enhancement should generally cost +3 AP, or comparable to a notable improvement in a spell-like ability’s effects. For example, the ability to create an effect similar to an earthquake spell 1/day might cost 8 AP. The mythic version of the same ability might require expending a use of mythic power and cost 11 AP, but increase the ability’s effects.

Range

The mythic creature might be able to expend a use of mythic power to use an ability at range (typically 30 feet or 60 feet) that normally requires touch. This enhancement should generally cost only +1 AP.

Save DC

The mythic creature might be able to expend a use of mythic power when activating an ability to add its mythic tier to the save DC. If it is a secondary ability or the base save DC is 4 less than the recommended save DC for a creature of the given CR, the enhancement should generally only cost an additional +1 AP and require expending one use of mythic power. It is generally not recommended that this sort of modification be applied to primary abilities with save DCs already appropriate for or higher than recommended for a creature of the given CR.

Time

Expending one or more uses of mythic power could reduce the time required to activate an ability. Generally, an ability that normally requires a full-round or standard action can be used as a free, immediate, or swift action by expending one use of mythic power. This enhancement should generally cost +2 AP

Use

A mythic version of an existing ability might simply be an ability with limited uses per day that can be used an additional time with an expenditure of one use of mythic power. This enhancement should generally cost only +1 AP. For example, a mythic creature that can use flash of insight once per day could be able to expend one use of mythic power as an immediate action to use the ability any number of times per day (limited by available mythic power). This mythic version of flash of insight would cost 7 AP.

Versatility

A mythic ability might have increased versatility over an ordinary ability. This can be represented by selecting an enhancement normally available for the ability and making any of the options available for that enhancement optional instead of set. When using the ability, the creature would expend one use of mythic power, but get to dictate the specifics of how the enhancement operates. The given enhancement should have double the normal cost in APs.

For example, a mythic dragon could have a breath weapon that can deal any type of damage. This would be reflected by the enhancement allowing for extraordinary forms of damage for +2 AP. The cost would then become +4 AP, and the dragon would have to expend one use of mythic power each time it uses its breath weapon, but could change the damage type each time it breathes.

Example Mythic Enhancements

The following section represents all mythic monster abilities drawn from Pathfinder Roleplaying Game: Mythic Adventures that have an existing ability analogue featured earlier on this page. Each of these mythic modifications to existing abilities can be represented as an enhancement to the base ability (with an additional corresponding cost in APs).

Mythic Power Flaw

Mythic creatures are limited by the mythic power resource. This can serve as a balancing factor for more powerful abilities the creature could possess, forcing it to be frugal in their usage. The mythic power flaw can be applied to any ability featured in this book that requires an action to use. If this flaw is applied to instantaneous effects without a duration or effects with a duration measured in rounds it reduces the cost of the associated ability by 2 AP. If the ability has a longer duration, the cost is only reduced by 1 AP. If the ability requires the expenditure of more than one use of mythic power, the cost is reduced by an additional 1 AP per use of mythic power required beyond the first.

Table: Mythic Enhancements

EnhancementBase AbilityIncreased Cost (AP)Benefits
Absorb MagicSpell Resistance+2Gain hp when certain spells fail to penetrate SR.
Accursed BrandBreath Weapon+4Temporarily corrupt good people.
Agonizing VenomPoison+4Poison causes disorienting pain.
Animate TreesAnimate Plant+2Animate multiple plants at greater distances.
Antimagic AuraImmunity to Magic+6Have an aura of dead magic.
BaneRegeneration+4Regeneration can only be suppressed by specific circumstances.
Blood OmenBlood Drain+4Drain blood in an area.
Bonus Mythic FeatBonus Feat+1Gain a bonus mythic feat.
Breath WeaponBreath Weapon (spell effect)+0Create spell effect and deal damage with mythic power.
Channel EnergyClass Ability (channel energy)+2Maximize damage healed or dealt.
Children of the EclipseChildren of the Night+4Summon more powerful minions of darkness.
Confounding CoilsConstrict+2Cut off grappled foes from mythic power.
Create RocksRock Throwing+2Scoop and throw chunks of earth.
Create VacuumWhirlwind+4Suck the air out of creatures caught in the whirlwind.
Creeping ParalysisParalysis+4Paralyze attacking creatures.
Disorienting PouncePounce+4Stagger targets of pounce.
Drag AlongGrab+2Easily drag grappled creatures.
Elemental BleedBleed+0As bleed, but deals elemental energy damage.
Elemental BondElemental Mastery+4Rejuvenate when in contact with element.
Elevated EjectionWhirlwind+2Throw creatures out of top of whirlwind.
Enhanced SpellcastingSpellcasting+4Treat 1st-level spells as cantrips/orisons.
Entrapping VinesSpores+2Vines caused by spores entrap creatures.
Eye GougeGrab or Rend+2Permanently blind grappled creatures.
Formidable SpellsSpellcasting+4Spells are harder to dispel, and other creature’s spells are easier to dispel.
Infuse WeaponTalisman+2Temporarily empower talisman.
Infuse Weapon, GreaterInfuse Weapon, Talisman+2Temporary empower all weapons wielded.
Innate MagicSpellcastingvariesCast any spell on spell list with mythic power.
InvulnerableVulnerability+2Temporarily ignore vulnerability.
Life DrainInspiration+2Steal life force from inspired creatures.
Lingering BreathBreath Weapon+2Cause breath weapon to linger in affected area.
Manic Dance of RuinDance of Ruin+2Dance of ruin quickly with mythic power.
MonarchClass Ability (bardic performance)+1Increase effect of bardic performance on certain creatures.
Morphic BodyChange Shape+2Take the shape of any creature within one size category.
Mucus MistMucus Cloud+2Create mucus cloud in air.
Mythic SpawnCreate Spawn+4Infuse spawn with mythic power.
Mythic Spell-Like AbilitySpell-Like Ability+3Cast mythic spells as spell-like abilities.
Penetrating PoisonPoison+2Ignore poison immunity.
Petrification AuraPetrification+4Petrify creatures as an aura.
Poisoned WeaponsPoison Use+1Apply poison to weapons as a swift action.
Poisonous BloodPoison+2Spray attacking creatures with poison.
Powerful FlightFlight+2Grab creatures, fly upward, and drop them.
Primal VigorRegeneration+4Regeneration increases as damage is taken.
Shriek, GreaterShriek+4Cause victims to become staggered.
Simple SpellcastingSpellcastingvariesSimple spellcasting but available to any focus.
SkewerSpikes+4Pin creatures to the ground with spikes.
Skill BlessingInspiration+2Grant inspiration to many creatures at once.
Slime ArmorSlime+2Form protective carapace from slime.
Spell TurningSpell Resistance+2Reverse certain spell types back on the caster.
Thundering TrampleTrample+2Bull rush trampled victims.
TormentPoison+2Poison causes painful penalties.
UnpetrifyAbility to petrify+4Temporarily return petrified creatures to flesh and dominate them.
Variable ResistanceResistance (acid, cold, electricity, or fire)+2Alter resistance to another type.
Versatile HatredHatred+4Alter creature type or subtype of hatred.
Vorpal AttackNatural Attack+12Cut off heads with natural attack type.

Absorb Magic (Su, +2 AP)

Prerequisites: mythic power, spell resistance; Benefit: See spell resistance for details on the base ability. Select a spell subschool. Whenever the creature is affected by a spell or effect of that subschool that fails to penetrate its spell resistance, the entire spell or effect is negated. For an additional +2 AP, the mythic creature also gains 5 temporary hit points per spell level of the spell absorbed that lasts for 1 hour. For an additional +2 AP, the mythic creature can choose an entire school of magic, or for an additional +6 AP any spell that fails to penetrate its spell resistance is affected.

Accursed Brand (Su, +4 AP)

Prerequisites: evil alignment, breath weapon, mythic power; Benefit: See breath weapon for details on the base ability. Whenever a victim fails its save against the mythic creature’s breath weapon, unholy energy burns an accursed brand into his flesh. For the next 24 hours, the branded victim is subjected to auditory hallucinations of foul desires and sinful deeds. The hallucinations cause lawful and good victims to become tainted; good-aligned clerics, druids, paladins, and even lawful monks are treated as though they’ve temporarily broken their codes of conduct.

Any character marked by the accursed brand who has a class that’s restricted to a good alignment or lawful alignment is treated as an ex-member of that class for 24 hours; an atonement spell can end this effect.

Agonizing Venom (Ex, +4 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. Any creature failing its saving throw against mythic creature’s poison is sickened for 1 minute due to pain. Failing further saving throws against the poison causes the pain to worsen. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This effect immediately ends if the poison is cured. This is a pain effect.

Animate Trees (Ex, +2 AP)

Prerequisites: animate plant, mythic power; Benefit: See animate plant for details on the base ability. If the mythic creature expends one use of mythic power when it animates a plant or tree, it remains animated and under the mythic creature’s control up to a range of 1 mile, and it doesn’t count toward the mythic creature’s limit of controlling up to two trees at a time.

Antimagic Aura (Su, +6 AP)

Prerequisites: immunity to magic, mythic power; Benefit: See immunity to magic for details on the base ability. The area within 20 feet of the mythic creature is affected by the equivalent of an antimagic field spell. The creature can select a single spell school or subschool that functions normally within the area. For an additional +2 AP, the area of effect increases to 30 feet.

Bane (Ex, +4 AP)

Prerequisites: mythic power, regeneration; Benefit: The mythic creature’s regeneration is only suppressed in specific circumstances, and otherwise always function. For example, a mythic creature with a connection to the earth might only have its regeneration suppressed when it is no longer in contact with the ground.

Blood Omen (Su, +4 AP)

Prerequisites: blood drain, mythic power; Benefit: See blood drain for details on the base ability. The creature can expend two uses of mythic power as a standard action to drain blood from all creatures within 30 feet. Each creature must succeed at a Fortitude saving throw (DC 10 +1/2 the mythic creature’s HD + creature’s Charisma modifier) or be affected by the blood drain ability. The mythic creature gains any benefits associated with draining blood from all blood drained in this manner.

Bonus Mythic Feat (Ex, +1 AP)

Prerequisites: mythic power; Benefit: See bonus feat for details on the base ability. The creature gains a mythic feat as a bonus feat. It must meet all prerequisites for the feat. As with the base ability, this ability may be taken multiple times, and the cost does not stack to determine the maximum AP points a creature may spend per CR. However, the creature cannot spend additional APs to take a mythic bonus feat without meeting all prerequisites.

Breath Weapon (Su, +0 AP)

Prerequisites: breath weapon (spell effect), mythic power; Benefit: See breath weapon for details on the base ability. The mythic creature’s breath weapon can inflict damage in addition to the spell-effect enhancement at no additional cost (normally having a cost of +2 AP) if the breath weapon requires the creature to expend one use of mythic power.

Channel Energy (Su, +2 AP)

Prerequisites: class ability (channel energy), mythic power; Benefit: See class ability for details on the base ability. When channeling positive or negative energy, the mythic creature can expend one use of mythic power to maximize the damage healed or dealt.

Children of the Eclipse (Su, +4 AP)

Prerequisites: children of the night, mythic power; Benefit: See children of the night for details on the base ability. The creature can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. For an additional +6 AP, the creature can use children of the night to call forth 1d6 wraiths or mohrgs.

Confounding Coils (Su, +2 AP)

Prerequisites: constrict, mythic power; Benefit: See constrict for details on the base ability. Mythic creatures grappled by the mythic creature must succeed on a Will save (DC 10 + ½ the mythic creature’s HD + creature’s Wisdom modifier) each round or be affected as if by the mythic severance spell.

Create Rocks (Ex, +2 AP)

Prerequisites: mythic power, rock throwing; Benefit: See rock throwing for details on the base ability. As a move action, the mythic creature can scoop up earth or rubble from an unoccupied square within its reach and compact it into a solid mass appropriate for use with its rock throwing ability. When it does so, the square from which the material is gathered becomes difficult terrain. No square may be used in this fashion more than once.

Create Vacuum (Ex, +4 AP)

Prerequisites: mythic power, whirlwind; Benefit: See whirlwind for details on the base ability. As a standard action, the creature can suck the air out of lungs of creatures that are trapped in its whirlwind. Creatures trapped in the whirlwind must succeed on Constitution checks each round as if they had run out of breath for as long as they remain within the whirlwind. An affected creature can’t speak, use breath weapons, cast spells with verbal components, or do anything else that requires breathing. A trapped creature must succeed at a concentration check to cast spells. The mythic creature can maintain this vacuum as a move action. If it stops, the trapped creatures can breathe again.

Creeping Paralysis (Su, +4 AP)

Prerequisites: mythic power, paralysis; Benefit: See paralysis for details on the base ability. An opponent that strikes the creature with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the mythic creature must save or be affected by the creature’s paralysis ability. This triggers only once per round per creature.

Disorienting Pounce (Ex, +4 AP)

Prerequisites: mythic power, pounce; Benefit: See pounce for details on the base ability. An opponent that the creature hits when using its pounce ability is automatically staggered for 1 round. The cost of this enhancement is reduced to +2 AP if it requires the creature to expend one use of mythic power when using pounce.

Drag Along (Ex, +2 AP)

Prerequisites: grab, mythic power; Benefit: See grab for details on the base ability. If the mythic creature grapples a target and does not possess the grappled condition itself, it can move itself and its target at full speed without making additional grapple checks.

Elemental Bleed (Ex, +0 AP)

Prerequisites: bleed, mythic power; Benefit: See bleed for details on the base ability. The creature’s bleed ability deals elemental energy damage (acid, cold, electricity, or fire). If a bleeding creature is dealt 5 or more hit points of damage by the opposite elemental energy damage (cold/fire or acid/electricity), it automatically ends the bleeding.

Elemental Bond (Ex, +4 AP)

Prerequisites: elemental mastery, mythic power; Benefit: See elemental mastery for details on the base ability. As a standard action, if the creature is in contact with its chosen element it can expend one use of mythic power to rejuvenate itself, gaining the benefits of cure critical wounds and restoration.

Elevated Ejection (Ex, +2 AP)

Prerequisites: mythic power, whirlwind; Benefit: See whirlwind for details on the base ability. When the creature in whirlwind form ejects a trapped opponent, it can do so from any point up to the whirlwind’s current height, dropping the opponent into the whirlwind’s space or within the mythic creature’s normal reach. The opponent takes falling damage as normal. For an additional +3 AP, if the mythic creature expends one use of mythic power, it can instead throw a trapped creature as if using the uncanny grapple path ability with no grapple check needed.

Enhanced Spellcasting (Su, +4 AP)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. The creature gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic creature is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic creature prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).

Entrapping Vines (Ex, +2 AP)

Prerequisites: mythic power, spores; Benefit: See spores for details on the base ability. When using the spores ability, the creature can expend one use of mythic power as a swift action to cause affected creatures to become entrapped by the growing vines. The creature can attempt to break free with a Strength or Escape Artist check as a move action. The DC is equal to 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier). The vines are hardness 5 and have 10 hit points.

Eye Gouge (Ex, +2 AP)

Prerequisites: grab or rend, mythic power; Benefit: See the grab or rend abilities for details on the base abilities (this enhancement can apply to either). If the mythic creature rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded.

Formidable Spells (Su, +4 AP)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. Any opponent attempting a dispel check against a spell cast by the mythic creature rolls twice and uses the lower result. Anytime the mythic creature attempts a dispel check, it rolls twice and uses the higher result.

Infuse Weapon (Ex, +2 AP)

Prerequisites: mythic power, talisman; Benefit: See talisman for details on the base ability. The creature can expend a use of mythic power as a standard action to add a weapon enhancement (or combination of enhancements) to its talisman with a total equivalent bonus equal to or less than half its mythic rank (minimum +1). The effect lasts for a number of rounds equal to half the creature’s mythic rank (minimum 1 round). For an additional +2 AP, the effect lasts for a number of rounds equal to the creature’s mythic rank.

Infuse Weapon, Greater (Ex, +2 AP)

Prerequisites: infuse weapon, mythic power, talisman; Benefit: See talisman for details on the base ability. The creature can expend two uses of mythic power as an immediate action to add a weapon enhancement (or combination of enhancements) with a total equivalent bonus equal to or less than half its mythic rank (minimum +1) to all manufactured weapon it wields. For an additional +2 AP, the effect lasts for a number of rounds equal to the creature’s mythic rank.

Innate Magic (varies)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. A creature with this ability can expend mythic power to cast any single spell from the spell list selected for the spellcaster ability using the creature’s caster level. The spell does not need to be known or prepared to be cast in this manner, but the creature cannot cast the mythic version of the spell in combination with this ability. If the creature is casting a spell with a spell level equal to the highest level spell it can cast, or one spell level lower than the highest level spell it can cast, it must expend two uses of mythic power. Any lower level spell only requires the creature to expend one use of mythic power. This enhancement doubles the cost of the spellcaster ability.

Invulnerable (Ex or Su, +2 AP)

Prerequisites: mythic power, vulnerability; Benefit: See vulnerability for details on the base weakness. The creature can expend one use of mythic power to ignore its vulnerability weakness for 1 round. This version of the vulnerability weakness only provides +2 bonus AP.

Format: ice burrowing; Location: Speed.

Life Drain (Su, +2 AP)

Prerequisites: inspiration, mythic power; Benefit: See inspiration for details on the base ability. The mythic creature immediately knows when a creature benefits from its inspiration ability. As a standard action, at any range, it can expend one use of mythic power to drain 1 point of Constitution from that creature. The mythic creature heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each time this ability is used.

Lingering Breath (Su, +2 AP)

Prerequisites: breath weapon, mythic power; Benefit: See breath weapon for details on the base ability. The creature can expend one use of mythic power as a free action when it uses its breath weapon to make the area radiate energy damage (of the same type as the breath weapon) for 1 round. Any creature in, entering, or passing through the breath weapon’s area during this duration takes the breath weapon damage.

This ability has no effect on breath weapons that do not deal energy damage. For an additional +2 AP, the area radiates energy damage equivalent to the breath weapon for 1 round per mythic rank.

Format: lingering breath (2d6 fire, 5 rounds); Location: Special Attacks.

Manic Dance of Ruin (Su, +2 AP)

Prerequisites: dance of ruin, mythic power; Benefit: See dance of ruin ability for details on the base ability. The creature can expend one use of mythic power to use the dance of ruin ability as a full-round action.

Monarch (Su, +1 AP)

Prerequisites: class ability (bardic performance), mythic power; Benefit: See class ability for details on the base ability. The creature selects a specific creature type, such as worgs or owlbears. When using the inspire courage or inspire competence bardic performance abilities, this creature type gains double the normal bonuses. For an additional +1 AP, the creature can instead select any creature subtype. For an additional +3 AP, the creature can instead select any creature type. This ability may be selected multiple times, each time applying to a new category of creature.

Morphic Body (Ex, +2 AP)

Prerequisites: change shape, mythic power; Benefit: See change shape for details on the base ability. The mythic creature can assume the appearance of any creature within one size category of itself (other than creatures with the elemental, incorporeal, or swarm subtypes—the body assumed must be solid). The mythic creature’s type doesn’t change in this new form, and it gains none of the mimicked creature’s special abilities; the transformation is cosmetic only. In these other forms, the creature retains all of its normal statistics and abilities as noted above, though it does take the appropriate bonuses and penalties based on its new size. Though this ability affects only the creature’s outward appearance, it is a transmutation effect. For an additional +2 AP, the mythic creature can become any size.

Mucus Mist (Ex, +2 AP)

Prerequisites: mucus cloud, mythic power; Benefit: See mucus cloud for details on the base ability. When exposed to the air, the creature can release its mucus as a fine mist. This obscures vision like the obscuring mist spell and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the creature.

Mythic Spawn (Su, +4 AP)

Prerequisites: create spawn, mythic power; Benefit: See create spawn for details on the base ability. When creating spawn, the mythic creature can expend two uses of mythic power to create a mythic version of the spawn.

Mythic Spell-Like Ability (Sp, +3 AP)

Prerequisites: mythic power, spell-like ability; Benefit: See spell-like ability for details on the base ability. When the creature uses the spell-like ability, it can expend a use of mythic power to cast the equivalent mythic version of the spell (see Pathfinder Roleplaying Game: Mythic Adventures for details). This enhancement must be purchased separately for each spell-like ability that can be cast as a mythic spell. The creature can cast the augmented version of the mythic spell, but have a mythic rank equal to the minimum mythic tier and expend additional uses of mythic power as indicated in the individual mythic spell entry.

Penetrating Poison (Ex, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. The mythic creature can expend one use of mythic power when poisoning a creature to overcome any poison immunity the target has.

Petrification Aura (Su, +4 AP)

Prerequisites: mythic power, petrification; Benefit: See petrification for details on the base ability. A creature within 30 feet of the petrifying creature at the start of the petrifying creature’s turn must successfully save or be subjected to petrification as if it had been damaged by the natural attack causing petrification.

Poisoned Weapons (Ex, +1 AP)

Prerequisites: mythic power, poison use; Benefit: See poison use for details on the base ability. The creature can apply poison to a manufactured weapon it is wielding as a swift action.

Poisonous Blood (Ex, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with the creature’s poison. (Melee weapons with reach don’t endanger their users in this
way.) The poison uses the poison’s normal DC.

Powerful Flight (Ex, +2 AP)

Prerequisites: flight, mythic power; Benefit: See flight for details on the base ability. The creature can expend one use of mythic power to withdraw as a move action (instead of a full-round action), moving up to its speed instead of double. It can even move straight up. If it’s grappling an opponent, the mythic creature can bring the grappled creature with it. For example, the creature can grab a target, withdraw, and drop the opponent all in the same round.

Primal Vigor (Ex, +4 AP)

Prerequisites: mythic power, regeneration; Benefit: See regeneration for details on the base ability. If the creature takes damage during a round, its regeneration increases by an amount equal to its base regeneration at the start of its next turn, to a maximum of five times its base regeneration. If the creature is at full hit points at the start of its turn, its regeneration decreases by an amount equal to its base regeneration, to a minimum of its base regeneration. For an additional +2 AP, damaging the creature with a method that suppresses its regeneration on partially reduces its healing. On its turn following this damage, the mythic creature regenerates only half the normal number of hit points and can die normally on that round.

Shriek, Greater (Su, +4 AP)

Prerequisites: mythic power, shriek; Benefit: See shriek for details on the base ability. Once per hour when using the shriek ability, the creature can expend one use of mythic power to cause any creature failing its save to become staggered for 1d6 rounds after the stun effect ends. For an additional +2 AP, this ability is usable whenever the creature performs a shriek.

Simple Spellcasting (varies)

Prerequisites: mythic power; Benefit: See spellcasting for details on the base ability. The mythic creature can take the spellcasting ability without having the spellcasting focus. However, the ability is far more limited that a true spellcaster creature focus.

The creature selects either the cleric, druid, or sorcerer/wizard spell list, and may spend a number of APs on this version of the spellcasting ability up to its final CR. It gains a number of spell levels in spells from the selected list equal to twice the APs spent. No spell for this ability should have a level higher than 1 + 1/2 the creature’s CR. A 0-level spell counts as 1/2 spell level toward this total. The creature can cast each of these spells (as a spellcaster) once per day. Its caster level is equal to its Hit Dice. If the spells are selected from the cleric or druid spell lists, the creature uses its Wisdom or Charisma (whichever is higher) to determine its spell DCs. If the spells are selected from the sorcerer/wizard spell lists, the creature uses its Intelligence or Charisma (whichever is higher) to determine its spell DCs.

Skewer (Ex, +4 AP)

Prerequisites: mythic power, spikes; Benefit: See spikes for details on the base ability. If the creature confirms a critical hit with a spike, the spike pins the target to the ground or a nearby surface. If the target is using winged flight, the spike snares its wings. The target is considered grappled by the mythic creature (though the mythic creature is not considered to be grappling) and must escape the grapple to move from its square. A flying creature must escape on its turn or plummet to the ground. For an additional +2 AP, as a swift action, the mythic creature can expend one use of mythic power to skewer all targets hit by its spikes that turn, even if the attacks weren’t critical hits.

Skill Blessing (Su, +2 AP)

Prerequisites: inspiration, mythic power; Benefit: See inspiration for details on the base ability. The mythic creature may grant tokens and inspiration to a number of creatures equal to its mythic rank.

Slime Armor (Ex, +2 AP)

Prerequisites: mythic power, slime; Benefit: See slime for details on the base ability. The creature can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus. The creature can dissolve the armor as a full-round action. If the creature has a swim speed, it loses its swim speed while this ability is active. If it does not possess a land speed greater than its swim speed, it gains a land speed equal to its swim speed. For an additional +2 AP, the creature can also expend one use of mythic power to activate this ability as a fullround action or dissolve the armor as a swift action.

Spell Turning (Su, +2 AP)

Prerequisites: mythic power, spell resistance; Benefit: See spell resistance for details on the base ability. Select one subschool of magic (charm, death, polymorph, etc.). When a spell with the selected subschool targeting the creature fails to penetrate the creature’s spell resistance, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using the spell turning spell. For an additional +2 AP, the creature can select a school of magic (enchantment, necromancy, transmutation, etc.).

Thundering Trample (Ex, +2 AP)

Prerequisites: mythic power, trample; Benefit: See trample for details on the base ability. The mythic creature can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.

Torment (Su, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. The mythic creature’s poison torments its victims with wracking pain. A victim of the creature’s poison also takes a –2 penalty on attack rolls, skill checks, and ability checks. The effects of torment last until the poison is cured. This is a pain effect. For an additional +2 AP, the penalty is increased to –4.

Unpetrify (Su, +4 AP)

Prerequisites: any ability to petrify (as the flesh to stone spell), mythic power; Benefit: The creature can expend one use of mythic power to return a petrified creature to life (as if using the stone to flesh spell) for 1 minute. The creature is under the mythic creature’s control (as if using dominate monster) and reverts to a statue at the end of this time. Alternately, the mythic creature can expend one use of mythic power to return the creature to flesh permanently, though the mythic creature retains no control over the individual. For an additional +2 AP, the mythic creature can expend three uses of mythic power for the creature to remain unpetrified and dominated for 24 hours instead of 1 minute.

Variable Resistance (Ex, +2 AP)

Prerequisites: mythic power, resistance (acid, cold, electricity, or fire); Benefit: See resistance for details on the base ability. The creature can perform a ritual for 1 minute once per day that alters its resistance to a different energy type (either acid, cold, electricity, or fire). For an additional +4 AP, the mythic creature can expend one use of mythic power to alter their resistance as an immediate action.

Versatile Hatred (Ex, +4 AP)

Prerequisites: hatred, mythic power; Benefit: See hatred for details on the base ability. The creature can expend one use of mythic power to change the creature type or subtype it gains bonuses against with the hatred ability for 1 hour.

Vorpal Attack (Su, +12 AP)

Prerequisites: mythic power, natural attack; Benefit: See natural attacks for details on the base ability. When the creature confirms a critical hit against a non-mythic opponent with the specific natural attack, it can expend one use of mythic power as a free action to remove the opponent’s head, instantly killing creatures that require a head to survive. The opponent may negate this effect with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier).