Mythic Monster Path

## Mythic Monster

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. A Mythic Monster gains the following abilities in place of all other mythic abilities they would have gained in a mythic path.
Mythic Rank: A creature with the mythic subtype gains 1 to 10 mythic ranks, representing its overall mythic power. It gains mythic ranks either through great trials or through elaborate rituals to promote its own power.

### Enhanced Natural Armor (Ex)

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

Bonus Hit Points: A creature with d6 Hit Dice gains 4 hit points per mythic rank, a creature with d8 Hit Dice gains 6 hit pointsper rank, and a creature with d10 or d12 Hit Dice gains 8 hit points per rank.

### Damage Reduction (Ex)

Damage Reduction: A 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 already has damage reduction, it adds epic to the qualities needed to bypass that reduction. If the damage reduction granted from this subtype has a larger numerical value than the creature’s original damage reduction, increase the creature’s original damage reduction to the amount of the epic DR. For example, a monster with DR 5/bludgeoning that gains DR 10/epic from the mythic subtype gains DR 10/bludgeoning and epic.

### Enhanced Spell Resistance (Ex)

Spell Resistance: If the creature has spell resistance, add its mythic rank to its spell resistance.

### Mythic Power (Su)

Mythic Power: The creature gains the mythic power and surge universal monster abilities. The monster’s surge die depends on its rank, as summarized in Table: Mythic Subtype Abilities.

### Ability Score

Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

### Mythic Feat

== Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter. ==

### Mythic Abilities

Additional Mythic Abilities: The monster gains a number of mythic abilities equal to its MR + 1. Such abilities can be drawn from the mythic path of its monsters type or the mythic abilities it qualifies for in the Mythic Universal Monster Rules, or it can gain them from the Universal Path Abilities listed in Mythic Heroes or the monster may gain a universal monster ability, such as rend or pounce.

=== Special Mythic Feat

If a Mythic Monster Chooses the Dual pathfeat then they may also select from path abilities of the chosen mythic path. Should a mythic creature not have listed mythic abilities like the Mythic Vampire and the Mythic Lich do, then the player or the DM should select a mythic path from the mythic heroes that is most appropriate for that monster type. == ===

### 1st-Tier Vampire Path Abilities

#### Negative Energy Focus (Su)

A mythic vampire’s energy drain ability triggers once per successful melee attack with melee weapons or natural attacks, up to a maximum of once per round for every 2 mythic ranks the vampire has.

#### Overcome Weakness

If a mythic vampire begins its turn in an area of direct sunlight, it is nauseated(rather than staggered), takes 10 points of damage, and loses its fast healing ability for that round. The vampire is still destroyed on the second round. At higher ranks, it can overcome or ignore other vampire weaknesses or aversions, as follows: garlic (4th rank), mirrors and holysymbols (6th rank), invitation (8th rank), running water (10th rank).

#### Scabrous Claws (Su)

== As an immediate action, a mythic vampire can expend one use of mythic power to grow claws on its hands, allowing it to make claw attacks or slam attacks. The claw attacks deal the same damage as its slams (including energy drain) plus 1d6 points of bleed damage.

The claws last for 1 hour or until dismissed by the vampire as a free action. ==

### 3rd-Tier Vampire Path Abilities

#### Channel Resistance (Su)

At 3rd rank, a mythic vampire’s channel resistance increases to +8. At 6th rank, it increases to +12. At 9th rank, it increases to +16.

### 4th-Tier Vampire Path Abilities

#### Children of the Eclipse (Su)

At 4th rank, a mythic vampire can use its children of the night ability to call forth bat swarms, rat swarms, or wolves once per hour instead of once per day. Once per day, the mythic vampire can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. At 7th rank, once per day the mythic vampire can use children of the night to call forth 1d6 wraiths or mohrgs.

### 5th-Tier Vampire Path Abilities

#### Mist Shapes (Su)

At 5th rank, a mythic vampire can summon and sculpt mist into realistic shapes as the major 220 image spell. A shape created in this way lasts for as long as the mythic vampire can see and concentrate upon it. In areas of particularly dense mist, this ability functions as mirage arcana instead of major image.

### 6th-Tier Vampire Path Abilities

#### Mastermind (Su)

At 6th rank, as a standard action a mythic vampire can see, hear, and speak through the body of a creature it has dominated. The mythic vampire can use this ability indefinitely on one creature at a time, as long as it and the creature under its control remain on the same plane. A mythic vampire using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.

### Telekinesis (Sp)

At 6th rank, a mythic vampire can expend one use of mythic power to use the spell telekinesis with a caster level equal to the mythic vampire’s total HD.

### 7th-Tier Vampire Path Abilities

#### Flight (Su)

At 7th rank, a mythic vampire can expend one use of mythic power as an immediate action to gain a f ly speed equal to double its base speed (perfect maneuverability) for 1 hour. When it activates this ability, the vampire chooses whether to manifest bat-like wings or to float unnaturally. If it manifests wings, it gains a bonus on Intimidate checks equal to its rank. If it chooses to float, it gains a bonus on Stealth checks equal to its rank.

### 8th-Tier Vampire Path Abilities

#### Create Mythic Spawn

At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampireinstead of a vampire spawn or non-mythic vampire.

### 9th-Tier Vampire Path Abilities

#### Blood Omen (Su)

At 9th rank, a mythic vampire 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 vampire’s HD + the vampire’sCha modifier) or be affected by the vampire’sblood drain ability. The mythic vampire gains the normal benefits of all blood drained in this manner.

### 10th-Tier Vampire Path Abilities

#### Eclipse (Su)

At 10th rank, a mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour. The mythic vampire’scan see through this darkness.

### 1st-Tier Lich Path Abilities

#### Channel Resistance (Su)

== A mythic lich’s channel resistanceincreases to +8. At 8th tier, it increases to +12.

At 10th rank, the lich becomes immune to channeled energy from non-mythic sources (except when used to heal undead). ==

#### Creeping Paralysis (Su)

A creature that strikes a mythic lich with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lich must save or be affected by the lich’s paralyzing touch ability. This triggers only once per round per creature.

#### Mythic Phylactery (Su)

A mythic lich’s phylactery can’t be harmed by non-mythic sources. At 8th rank, the phylactery 206 becomes a minor artifact, and can be destroyed by only one specific method.

#### Mythic Potency (Su)

A mythic lich adds its rank to the save DCs for its fear aura and paralyzing touchabilities.

#### Mythic Spells (Su)

A mythic lich gains Mythic Spell Lore as a bonus feat. The lich has a pool of magical power it can draw upon for casting mythic spells. Up to twice per day, it can use this power to cast a mythic spell without expending any uses of mythic power.

### 6th-Tier Lich Path Abilities

#### Spell Resistance (Su)

A mythic lich gains spell resistance equal to 11 + the base lich’s HD (before adding the lich’s mythic rank to its SR from the mythic subtype).

### 7th-Tier Lich Path Abilities

#### Augmented Spellcasting (Su)

At 7th rank, a mythic lich selects one of the following archmage or hierophant abilities: arcane surge, inspired spell, recalled blessing, or wild arcana. Once chosen, this selection can’t be changed.

### Spell Perception (Su)

At 7th rank, a mythic lich automatically notices spellcasting within 60 feet. The lich automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.

### 8th-Tier Lich Path Abilities

#### Immediate Counterspell (Su)

== At 8th rank, a mythic lich can expend one use of mythic power as an immediate action to attempt to counter a spell. The lich must use a spell, spell slot, or dispel magic to counterspell as normal.

This ability allows the lich to counterspellwithout first readying an action. ==

### 9th-Tier Lich Path Abilities

#### Enhanced Spellcasting (Su)

At 9th rank, a mythic lich gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic lich is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic lich 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 quickenedmagic missile uses a 5th-level spell slot and is expended when cast).

#### Sustained by Magic (Su)

At 9th rank, each time a mythic lich casts a spell it regains hit points equal to three times the level of the spell slot used to cast the spell.

### 10th-Tier Lich Path Abilities

#### Formidable Animation (Su)

At 10th rank, a mythic lich gains a +4 deflection bonus to AC and a +4 resistance bonus on saving throws. Any opponent attempting a dispel check against an effect on the lich rolls twice and uses the lower result. Anytime the lichattempts a dispel check, it rolls twice and uses the higher result.

### 1st-Tier Universal Monster Path Abilities

#### Block Attacks (Ex)

== 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).

Format: block attacks; Location: Defensive Abilities. ==

#### Dragon Blood (Su)

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

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

#### Dragon Cantrips (Su)

== If the mythic dragon is able to cast arcane spells, it automatically knows all cantrips for its equivalent spellcasting class and can cast them at will.

Format: dragon cantrips; Location: SQ. ==

#### Dragon Fury (Su)

== If a mythic dragon confirms a critical hitwith a natural weapon, it adds its dragon blood damage to the damage dealt by the natural attack.

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

#### Dual Initiative (Ex)

== By spending two uses of mythic power 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 bleeddamage), only the monster’s first turn each round counts toward such durations.

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

#### Feral Savagery (Su)

== Under the circumstances listed in the monster’s stat block—such as when it makes a full attack or a rend attack—it 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 you 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. ==

#### Fortification (Ex)

== The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortificationarmor.

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

#### Greensight (Su)

== The monster can see through thick plant matter as though it were transparent, usually 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.

Format: greensight 60 ft.; Location: Senses. ==

#### Lingering Breath (Su)

== 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 per mythic rank. Any creature in, entering, or passing through the breath weapon’s area during this duration takes damage according to the creature’s size. This ability has no effect on breath weapons that do not deal energy damage.

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

#### Mistsight (Ex)

== The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Format: mistsight; Location: Senses. ==

#### Mythic Magic (Su)

== Up to three times 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).

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

#### 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 + 3. 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. The monster automatically has the surge ability, and can use this mythic power to activate it. It may have other abilities that rely on mythic power.

Format: mythic power (3/day, surge +1d6); Location: Special Attacks. ==

#### Poisonous Blood (Ex)

== Any creature that confirms a critical hitagainst the monster with a piercing or slashing melee weapon is sprayed with poison. (Melee weapons with reach don’t endanger their users in this way.) The type of poison depends on the monster. Unless otherwise stated, this poison uses the poison’snormal DC, though some monsters might have a poison DC that’s Constitution-based.

Format: poisonous blood (dragon bile); Location: Defensive Abilities. ==

#### Powerful Blows (Ex)

== The specified attack adds 1-1/2 times the creature’s Strength bonus on damage rolls instead of its normal Strength bonus or half its Strength bonus.

Format: powerful blows (slam); Location: SQ. ==

#### Sand Glide (Ex)

== This ability functions like the earth elemental’searth glide ability, but works only on sand, dirt, and other fine-grained solid matter. The creature’s speed using sand glide as the same as its base speed.

Format: sand glide; Location: Speed. ==

#### Second Save (Ex)

== 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.

Format: second save; Location: after saving throws. ==

#### Simple Arcane Spellcasting

== The creature gains the ability to cast spells from the sorcerer/wizard spell list.

Select a number of spells with total spell levels equal to twice the creature’s total hit dice. No spell for this ability should have a level higher than 1 + 1/2 the creature’s hit dice. A 0-level spell counts as 1/2 spell level toward this total. A spell cannot be chosen until at least 1 spell of a lower level has been chosen. So that the creature must first select a level 0 spell then a level 1 spell and so on.The creature can cast each of these spells once per day.Its caster level is equal to its Hit Dice. It uses the higher of its Intelligence or Charisma modifiers to determine its spell DCs.

Format: simple arcane spellcasting; Location: Special Attacks. ==

#### Simple Divine Spellcasting

== The creature gains the ability to cast spells from the cleric or druid spell list. Select a number of spells with total spell levels equal to twice the creature’s total hit dice. No spell for this ability should have a level higher than 1 + 1/2 the creature’s hit dice. A 0-level spell counts as 1/2 spell level toward this total. A spell cannot be chosen until at least 1 spell of a lower level has been chosen. So that the creature must first select a level 0 spell then a level 1 spell and so on. The creature can cast each of these spells once per day. Its caster level is equal to its Hit Dice. It uses its Wisdom or Charisma(whichever is higher) to determine its spell DCs.

Format: simple divine spellcasting; Location: Special Attacks. ==

#### Smother (Ex)

== 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 has to attempt checks to avoid suffocation.

If the monster succeeds at a grapplecheck 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 has to attempt suffocation checks, a successful grapplecheck 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. ==

#### Steal (Ex)

== The creature can attempt a stealcombat maneuver against its opponent as a free action without provoking attacks of opportunity if it hits with the specified attack.

Format: steal; Location: individual attacks. ==

#### 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 actiontaken 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.

Surge doesn’t have a separate entry in the monster stat block—the surge die is listed in the mythic power ability. ==

#### X-Ray Vision (Su)

== 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.

Format: x-ray vision; Location: Senses. ==