Mythic Creature (CR +2)

Wiki Note: This template has no relation to the rules first presented in Paizo's Mythic Adventures.

In a fantastical world, belief has power, the superstitions of the common folk can imbue creatures with powers beyond that they would normally possess, and these creatures are born out of their own legends. Others are simple born with this power, and their legend is pure truth. Occasionally a deity may grant a particularly favored servant the powers of a mythic creature as a reward. At other times, a god may create a mythic creature because it needs a favored servant, yet cannot find a worthy worshiper among its flock. A mythic creature resembles a normal specimen of its kind, but it has an unmistakably mark that sets it apart from those of its kin, be it a scar, unusual eyes, or unique coloration.

Creating a Mythic Creature

“Mythic creature” is an acquired or inherited template that can be added to any creature. A mythic creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Defenses/Qualities: regeneration 5 (see below), DR 5/special (see below, increase to 10 if the vase creature’s CR is 10 or higher, increase to 15 if the abomination’s CR is 15 or Higher); Immune all energy types, conditions and effects; SR 20 + CR; Weakness Special (see below)

Special Abilities: A mythic gains the following special abilities.

Mythic Strike (Ex): Choose one of the base creature’s attacks and one special attack. The single physical attack inflicts damage as if it inflicted a critical hit—even if striking a foe normally immune to critical hit. If the single special attack, spell or spell-like ability deals damage it deals half again as much (+50%) damage as normal. If this single special attack does not deal damage, add a +2 bonuses to the DC of the attack, spell, or spell-like ability.

Special Condition (Ex): Choose a specific condition the base creature is not immune or resistant to (Examples: ability damaged, ability drained, blinded, blown away checked, confused, etc.). Spells and effects that create this condition ignores all immunities, resistances, and SR the mythic creature possesses and it takes a –4 penalty on saves against spells and effects that cause or use the chosen condition.

Special Damage Reduction (Ex/Su): Choose a required enhancement bonus, type of weapon, alignment and material type, (example: +3 bludgeoning, lawful, obsidian weapon) only this exact type of weapon can be used to overcome the mythic creature’s damage reduction, damage dealt by this weapon cannot be regenerated and it takes half again as much (+50%) damage as normal, regardless of whether a saving throw is allowed or if the save is a success or failure.

Special Weakness (Ex/Su): Choose a single special attack type (examples: acid, chaos, cold, electricity, evil, fire, force, good, lawful, and sonic, etc.), if it’s an alignment type it must match the alignment chosen for the weapon. This special attack type ignores all immunities, resistances and SR the mythic creature possesses and it takes half again as much (+50%) damage as normal, regardless of whether a saving throw is allowed or if the save is a success or failure.

Abilities: Increase from the base creature as follows: Str +8 (+4 to attack and damage, +4 to Climb and Swim skill checks, +4 to Strength, and CMB checks, +4 to CMD), Dex +8 ( +4 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +4 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +4 to any of the base creature’s Dexterity-based DCs), Con +8 (+4 hp per HD, +4 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Int +8 (add 4 bonus languages, add 4 skill points per HD, +4 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +4 to any of the base creature’s Intelligence-based DCs), Wis +8 (+4 to Will saves, +4 to Heal, Perception, Profession, Sense Motive and Survival checks, add +4 to any of the base creature’s Wisdom-based DCs), Cha +8 (+4 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +4 to any of the base creature’s Charisma-based DCs)

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