Kyton (CR 7/MR 3)

Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars.

Mythic Kyton (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary
LE Medium outsider (evil, extraplanar, kyton, lawful, mythic)
Init +10MF; Senses darkvision 60 ft.; Perception +14

Defense

AC 24, touch 13, flat-footed 21 (+4 armor, +3 Dex, +7 natural)
hp 90 (8d10+46); regeneration 2 (good weapons and spells, silver weapons)
Fort +8, Ref +9, Will +3
Defensive Abilities block attacksMA; DR 5/epic and silver or good; Immune cold; SR 20

Offense

Speed 30 ft.
Melee 4 chains +13 (2d4+3 plus entrap)
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks chain swingMA, dancing chains, entrapMA (DC 16, 1d6 minutes, hardness 10, hp 20), mythic power (3/day, surge +1d6), pullMA (chains, 5 feet), unnerving gaze

Statistics

Str 17, Dex 17, Con 14, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +11; CMD 24
Feats Blind-Fight, Combat Reflexes, Improved InitiativeMF, Weapon FocusMF (chain)
Skills Acrobatics +14, Climb +14, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +12
Languages Common, Infernal
SQ chain armor

Ecology

Environment any
Organization solitary, pair, link (3–6), or chain (7–20)
Treasure standard

Special Abilities

Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.

Chain Swing (Ex) When moving along chains, a mythic kyton can roll twice when making Acrobatics and Climb checks, taking the better result. In addition, when there are chains within 20 feet a mythic kyton need not move in a straight line when charging or using a bull rush combat maneuver, and after completing a charge or bull rush the kyton can move 5 additional feet as a free action, even if the charge ends its turn. This movement does not provoke attacks of opportunity.

Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.

Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

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