Using Mythic Creatures

Mythic Demons

The monster appendices tell us that demons exist for one reason—to destroy. Demons seek only to maim, ruin, and feed. Demons are the most prolific and among the most destructive of the fiendish races. For mythic demons, the most primal and powerful of their kin, you might consider using one or more of the following special abilities to play up their demonic nature.

Breaching

To represent both the ease with which demons allow themselves to be summoned (in order to gain the opportunity to wreak havoc upon the mortal plane), and their essential nature as forces of breakdown and devastation, you might consider granting them a greater ability to break through non-mythic barriers against planar travel, summoning, and teleportation, such as forbiddance and magic circle against chaos. This could be as simple as granting them a +2 circumstance bonus to their spell resistance against such effects, or as dramatic as allowing them the ability to shatter such protections by expending their mythic power to cast a specialized form of dispel magic that affects only effects that would prevent demons from entering an area. An interesting twist on this effect could be to allow multiple demons to expend one use of their mythic power to assist one of their number in tearing down such a barrier, either as a specialized use of the aid another action (providing a flat +2 bonus to the leader’s attempt to breach the barrier), or by allowing them to contribute the result of their mythic surge to the die roll of another demon. In some ways the idea of cooperation between demons goes against their essentially chaotic nature, but their urge to invade and conquer can overwhelm their natural tendency towards dissension.

Demonic Bargains

Calling or summoning a mythic demon normally requires a mythic version of a planar ally, planar binding, summon monster, or gate spell; however, rituals of obeisance to demonic powers are certainly a staple of fiction and gaming that allow an ordinary person to claim mighty and terrible power beyond that of ordinary mortals.

Mythic demons can allow themselves to be called into the material plane by arcane rituals that are similar in effect to planar binding spells, but which require no actual spellcasting ability and contain no provisions for actually binding or trapping the demon once it is called. Such rituals should require the demon’s true name and some kind of living sacrifice to draw the demon’s attention, and they call only the demon’s consciousness into the Material Plane, not its physical body. Once in communion with foolish mortals, however, they may use Bluff, Diplomacy, or Intimidate to manipulate a mortal into allowing the demon to possess them. Mythic demons can be entirely truthful in their promises of what they can offer, though they rarely discuss the cost involved in the resulting demonic possession (see below). A mythic demon cannot use its exceptional, spell-like, or supernatural abilities across planar boundaries, so they cannot magically compel a creature to accept a demonic bargain.

Demonic Possession

While shadow demons are the masters of possession, any mythic demon with a caster level of 8th or above could have the ability to possess a non-mythic creature as if using magic jar at its normal caster level by spending one use of its mythic power. Unlike most spell-like abilities, this ability can function across planar boundaries as part of a calling ritual. The save DC of this ability is equal to 5 plus the mythic demon’s Charisma modifier, plus its mythic tier. It can extend the duration of this magic jar effect to 24 hours by spending one additional use of its mythic power.

While possessing a creature, a mythic demon often allows the target to act freely, though once per day per mythic tier it can use one of the following spell-like abilities on the possessed creature: detect thoughts, dream, modify memory, nightmare, or suggestion; the save DCs are Charisma-based. While possessing a creature, a mythic demon grants a +2 profane bonus to any one ability score of the target for every 3 mythic ranks it possesses. The demon can share its mythic surges with the possessed creature, and if the demon knows the mythic version of a feat which the possessed creature also has, the possessed creature can use the mythic feat as well by expending uses of the
demon’s mythic power if required.

Being possessed by a mythic demon creates a strain on both body and mind. After a number of days equal to the target’s Hit Dice plus its Wisdom modifier, the target make a Fortitude save each day or contract cackle fever. Likewise, after a number of days equal to the target’s Hit Dice plus its Constitution modifier, it must succeed at a Fortitude save each day or contract demon fever. If the possessed creature falls unconscious or dies as a result of ability damage from either disease, its soul is forfeit to the possessing demon, as if that demon had used a soul bind spell. In addition, the mythic demon can roll 1d20, adding its mythic tier plus the number of days it has maintained the possession against a DC of 30 plus 1d10. If this check succeeds, the demon can emerge bodily into the Material Plane as if called, but unbound and uncontrolled by any mortal.

Mythic Templates

If you wish to further enhance the strength of mythic demons, you can apply the agile, invincible, or savage simple creature templates described in the Mythic Monster Advancement section of Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. The agile template is a perfect fit for mythic demons legendary for their agility and stealth, like a babau, nabasu, or shadow demon. The invincible template is ideal for mythic demons known for their toughness, like a balor or gulgerak. Finally, the savage template is ideal for mythic demons that are legendary for their ferocity and bloodlust like the glabrezu or hezrou.


Mythic Devils

Creating A Devilbound Creature

“Devilbound creature” is a template described in Pathfinder RPG Bestiary 4. The following additional rules cover types of devils not included in that source and how being bound to a mythic devil alters the template. All other aspects of the template remain unchanged.

Defensive Abilities: A weapon must be both epic and good to cause the regeneration ability of a devilbound creature that is bound to a mythic devil to cease functioning.

Weaknesses: The devil-bound creature gains the Contract Bound weakness with the following difference. As long as the contract remains in effect, a slain victim can’t be restored to life after death except by a mythic wish. This is the case whether or not the mythic devil is dead or alive when the creature dies.

Special Attacks: If the creature is bound to a mythic devil, it can summon a single one of the most powerful kind of devil available to it, 1d3 of the second most powerful devil available to it, or 1d4+1 of the third or lower most powerful devil available to it, once per day with a 100% chance of success. For example, a mythic-devilbound creature with a caster level of 9 can summon 1 erinyes, 1-3 bearded devils, or 2-5 lemures with this ability.

Spell-Like Abilities: The creature gains the following spell-like abilities, depending on the kind of devil it is bound to. The creature uses its Hit Dice or caster level, whichever is higher, as the caster level for its spell-like abilities. Save DCs are based on the creature’s Intelligence, Wisdom, or Charisma, whichever is highest.

  • Apostate: 3/day—calm emotions, nightmare; 1/day—blasphemy
  • Heresy: 3/day—summon monster V (evil, lawful, or no subtypes only)
  • Lisslefer: 3/day—beguiling gift, glibness
  • Salikotal: 3/day—locate creature, rest eternal
  • Warmonger: 3/day—feather step (self only), resist energy (acid, cold or fire; self only)
Abilities: Adjust the base creature’s ability scores according to the kind of devil it is bound to.
Devil Str Dex Con Int Wis Cha
Apostate 2 2 2
Heresy 2 2 2
Lisslefer 2 2 2
Salikotal 2 2 2
Warmonger 2 2 2

Mythic Genies and Wishes

All of the genies of the elemental planes have the ability to grant wishes, though in the case of the djinn and the shaitans only nobles have the power to do so. The different races of genies grant wishes for different reasons and under different circumstances. Djinn ordinarily reserve their granting of wishes as bargaining chips to buy their life or their freedom, for instance, while efreet often use theirs to entice others into service or as parts of deeper stratagems that end up benefiting the efreeti in question. From time to time, lesser genies are coerced or cajoled into granting wishes against their interests. This is rarely the case for powerful genies, and most certainly not the case for mythic genies.

Mythic genies rarely grant a wish except in return for something that benefits them at least as much as the wish benefits its recipient; a promise to use wishes on the genie’s behalf is never a sufficient enticement. Mythic genies generally cannot be sweet-talked into granting wishes, regardless of the supplicant’s powers of persuasion. Charisma checks or Charisma-based skill checks made to influence a mythic genie to use its wishes (or to determine how it uses its wishes) take a penalty equal to twice the mythic genie’s Hit Dice. In addition, a mythic genie cannot grant wishes while under any form of magical charm or compulsion or while trapped by planar binding or a similar effect. A mythic genie that appears to grant a wish under pressure usually has a backup plan that causes the wish to redound to their own benefit or has managed to interpret the wish in such a way that it punishes the recipient for their impudence. And while a wish for more wishes is by its nature impossible for genies to grant, mythic genies also will not grant any wish that would put the recipient beyond the power of the genie entirely. Efreet especially are known for tracking down for retribution anyone who has extracted a wish on unfavorable terms.

Mythic genies help police the genie wish economy by keeping their lesser kin from making bad deals or abusing the system. All mythic genies that can grant wishes have the following ability (this does not count against their allotment of mythic powers based on their mythic rank):

Wishmaster (Su): A mythic genie is aware of every wish granted by a genie of its type anywhere on the same plane, and can sense objects and situations that have been altered by such wishes granted within the last year. A mythic genie with the ability to grant wishes (including limited wishes) may expend two uses of its mythic power as well as one use of its own wish-granting ability to negate a wish (or limited wish) granted by another genie of its type, or alter its effects.

A mythic genie usually uses this ability when it deems that a lesser genie has made a poor bargain or one that casts its race in a negative light, or when the lesser genie is being compelled or manipulated either magically or through bluffing, trickery, or flattery. Generally, a mythic genie that has to undo a lesser genie’s wish will track down the lesser genie and punish it to incentivize more care in the future, as well as interrogating it about the situation that led to the wish. A mythic genie often waits until it gets the full story before negating or altering a wish, so wishes sometimes remain in effect for days or even months before being changed, often subtly and insidiously.


Mythic Molds, Slimes, And Fungi

Fungoid creatures are a subset of the plant creature type in the Pathfinder Roleplaying Game, often mindless though sometimes possessed of a deadly cunning. Disease, poison, and rot are their chef weapons, though spores that bewilder and befuddle the mind are nearly as common as those that decay and destroy the body. As an optional rule to help categorize fungus creatures, you can treat fungus as a subtype of plant (or, in rare cases, a subtype of another creature type that is closely associated with fungi).

Fungus Subtype: This subtype includes plants that are fungoid in nature, typically living in dark places away from sunlight. Fungus creatures are often parasitic on plants or other creatures and can sometimes spawn additional fungus creatures. Fungus creatures take additional damage from spells that duplicate natural sunlight, such as sunbeam or sunburst, and when exposed to natural sunlight take 1d6 points of nonlethal damage per hour (DC 15 Fortitude save negates, with the DC increasing by 1 for each continuous hour of exposure to sunlight after the first). As long as a fungus creature has nonlethal damage from exposure to sunlight, it becomes dazzled and fatigued until all nonlethal damage is removed. If a fungus creature falls unconscious as a result of this nonlethal damage, any further damage from sunlight becomes lethal. Creatures with the fungus subtype must be identified using Knowledge (dungeoneering) rather than Knowledge (nature).

Creatures with the fungus subtype: All creatures and hazards in this product have the fungus subtype, as do the following creatures: cerebric fungus, fungal crawler, mi-go, puffball (floating fungus) plant companion, sheet fungus, mindslaver mold, fungus weird, and creatures with the fungal creature template.

Fungal Hazards

Many types of mythic fungi are monsters in the game-mechanical sense, animate menaces that lie in ambush or prowl in search of prey, but some simply exist as hazards to trouble the path of any adventurer incautious enough to draw too close. Each mythic fungus can be identified with a Knowledge (dungeoneering) check with a DC of 15 plus its CR. Exceeding the DC by 5 reveals the best method(s) of destruction for each fungus.

Destruction: Any of these hazards can be destroyed by remove disease, though doing so requires a caster level check with a DC of 11 plus the hazard’s CR. Success destroys one 5-foot patch of the hazard, plus an additional 5-foot patch for every 5 points by which the caster level check exceeds the DC. In addition, each entry has additional notes for alternate means of destroying a 5-foot patch of that particular type of fungus. Any spell or effect that deals hit point damage specifically to plants or fungi, such as blight or sunbeam, deals full damage to any type of mythic fungus hazard and can destroy it as if it dealt damage of the listed type for each fungus. Fungal hazards are treated as objects, not creatures, if attacked, with an Armor Class of 5 and a saving throw modifier equal to 1/3 their CR if targeted with an effect that allows a save, with a +2 circumstance bonus to saving throws against non-mythic effects.

Mythic Azure Fungus (CR 3)

Mythic azure fungus is sensitive to touch and discharges its electricity if contacted. When in contact with a small pool of water, if anyone tries to move through the water at a speed greater than 5 feet per round, the fungus discharges from the impact of waves and splashes. Otherwise, the fungus discharges randomly once every 1d10 rounds. When the fungus discharges, all creatures adjacent to a square containing the fungus, or touching water within 30 feet of the fungus, take 3d10 points of electricity damage (DC 14 Fortitude half); creatures failing their saves are also dazed for 1 round. Creatures wearing metal armor or using a metal shield take a -2 penalty to their saving throw; these penalties stack if the creature has both. After a discharge, the fungus cannot discharge again for 1d6 rounds.

Destruction: 15 points of slashing damage or spending 1 full round scraping the fungus from the wall. An effect that deals 5 or more points of cold damage does not destroy it but renders it inert for 1 hour.

Mythic Brown Mold (CR 3)

Mythic brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 60-foot radius around it, increasing in severity to severe cold within 30 feet and extreme cold within 10 feet, as described in the Environmental Rules in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook. Living creatures within 5 feet of it take 3d10 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes the mold to instantly double in size.

Destruction: 15 points of cold damage

Mythic Green Slime (CR 7)

A 5-foot patch of mythic green slime deals 1d8 points of Constitution damage per round to living creatures, and a creature in contact with mythic green slime must succeed at a DC 18 Fortitude save each round or one of its limbs (determine which randomly from any arms, legs, tentacles, or wings a creature possesses) rots away. This deals 1d4 points of Strength and Dexterity damage, and leaves the creature nauseated with pain, horror, and shock for 1 round. A creature missing an arm or tentacle cannot use that limb. A creature missing one wing cannot fly unless it has at least two wings remaining, in which case it takes a -5 penalty on Fly checks per missing wing. A creature missing at least half of its legs cannot walk or run, though it can crawl or hop, and is denied its Dexterity bonus against all opponents has its movement halved and takes a -5 penalty on Acrobatics checks and to its CMD against bull rush, drag, reposition, and trip combat maneuvers; if all of its legs are lost, the creature is always considered prone and can only move by crawling, and the penalty is increased to -10. A creature missing at least one-quarter but fewer than half of its legs has its movement halved and takes a -2 penalty. A destroyed limb can be repaired only with a regenerate spell. Mythic green slime deals 4d6 points of damage per round of contact to wooden or metal objects (ignoring the hardness of metal). On the first round of contact, it can be scraped away (usually destroying the scraping implement); on subsequent rounds, it must be destroyed with cold, fire, or magic.

Destruction: 20 points of cold or fire damage

Mythic Phosphorescent Fungus (CR 1)

Creatures not native to underground regions where phosphorescent fungus is common are sensitive to the spore emissions given off by the fungus and are often fascinated by the eerily shifting patterns of light they see. Such creatures must succeed at a Fortitude save each day or portion thereof that they spend within 60 feet of mythic phosphorescent fungus or develop phosphor cataracts. Creatures native to such regions or that spend at least one week in them become acclimated to the mind-rotting effects of mythic phosphorescent fungus and do not need to make further saves unless they are already infected with phosphor cataracts; once the disease is cured, they are immune. Non-native creatures lose their immunity if they are away from the fungus for more than one week.

Phosphor cataracts: Disease—inhaled; save Fort DC 12; onset 1 day; frequency 1/day; effect 1d2 Wis damage and light sensitivity (or light blindness) if they already have light sensitivity); cure 2 consecutive saves.

Destruction: 5 points of fire damage

Mythic Russet Mold (CR 7)

This hazardous fungus can be found in dark, wet areas, and often grows in great abundance at the heart of a mythic vegepygmy lair. When a creature approaches within 5 feet of a patch of russet mold, the fungus releases a cloud of spores in a 5-foot radius burst. Everyone in the area must make a DC 18 Fortitude save or the spores quickly take root in their victims, dealing 1d4 points of Constitution damage per round. A new Fortitude save can be attempted each round to halt the growth. Although immunity to disease won’t protect against russet mold spores, the growth can be halted by remove disease and similar effects with a DC 19 successful caster level check. Exposure to sunlight also halts the spores’ growth. Plants are immune to russet mold spores.

After 24 hours, a fully grown mythic vegepygmy bursts from the body of any creature slain by russet mold, provided the creature was Small or larger. For each size category larger than Small, the body produces one additional mythic vegepygmy.

Destruction: 20 points of acid damage. Strong alcohol, such as distilled spirits, deals damage to mythic russet mold as an equal quantity of acid would. Diluted alcohol such as wine deals 1d3 points of damage and beer 1 point of damage per flask, flagon, or skin used.

A patch of russet mold is unharmed by all effects save for acid, alcohol, or remove disease (or a similar magical effect, such as heal), all of which can kill a single patch of russet mold on contact. Sunlight doesn’t kill the mold, but does render it dormant and harmless as long as the sunlight persists.

Mythic Shrieker (CR 1)

Any non-fungus creature within 10 feet of a mythic shrieker takes 1d4 points of sonic damage per round and is deafened for 1 hour. A DC 13 Fortitude halves damage and negates the deafened condition. The fibrous bole of a mythic shrieker is tough and hard to destroy (AC 12, hardness 5, hit points 15). If attacked, a shrieker shrieks and then moves away from its attacker 5 feet in a random direction. This movement does not provoke attacks of opportunity.

Mythic Tentacle Mold (CR 2)

When a living creature moves into an area containing a patch of mythic tentacle mold or begins its turn in a square adjacent to it (including if the mold clings to the walls or the ceiling) of mythic tentacle mold, its acidic pseudopods lash out and try to entwine that creature, which must make a DC 15 Reflex save or be entangled. The target gains a +4 bonus to the save for each size category it is larger than Medium. The creature can break free with a DC 15 Escape Artist check or Strength check but otherwise is stuck fast by the mythic tentacle mold. Each round a creature begins its turn adjacent to or within the patch of mold, it must succeed on a DC 15 Fortitude saving throw or take 1d4 points of acid damage and is sickened for 1 round. A successful save halves damage and negates the sickened condition. A patch of mythic tentacle mold can entangle more than one creature simultaneously.

Destruction: Mythic tentacle mold can be slain by dealing it at least 15 points of acid damage. A mythic tentacle mold takes double damage from an alkali flask as if it were an ooze.

Mythic Yellow Mold (CR 8)

If disturbed, a 5-foot patch of erupts in a choking cloud of poisonous spores that hang in the air in a 15-foot-radius spread. This cloud blocks vision as obscuring mist, and creatures within the cloud must succeed at a DC 18 Fortitude save each round or become nauseated for as long as they remain within the cloud and for 1d4 rounds thereafter, and they also take 1d4 points of Constitution damage, with an additional saving throw required once per round for 5 additional rounds, taking 1d4 points of Constitution damage with each failed save. Mythic yellow mold is a disease effect, not a poison.

Destruction: 30 points of fire damage. Sunlight renders it dormant for as long as the sunlight persists and for 1d10 minutes thereafter.


Mythic Mounts

Acquiring a Mythic Mount

Mythic mounts should not be available for sale but should be something PCs can research through sages, divinations, or Knowledge skills. Finding a mythic mount should be a quest in itself, and makes an excellent mythic trial for characters, as described in Chapter 4 of Pathfinder Roleplaying Game Mythic Adventures. They could also be acquired with the Leadership feat. A good rule of thumb for determining the equivalent level of a creature as a cohort is to add 4 to its CR, though you might reduce this to 3 if the mount and the PC share a compatible alignment or fit together well thematically.

Advanced Mounts

Some of the mounts described on this site are presented in two forms, one a mythic version of a species and the other a mythic version of an advanced creature of their species. Advanced creatures have been used to provide mythic mounts that are significantly less fragile and more useful over more of a character’s lifespan than the ordinary, and even mythic, versions of their kind. Each advanced creature is among the finest and fittest of its species, and a few can even understand normal speech in a rudimentary fashion.

Animal Companions

Animal companions follow their own unique rules rather than being based directly on a standard monster stat block. However, several of the rules described below can help you add mythic qualities to your animal companion (or equivalent mount or companion), as can those described in the path abilities and feats in the Pathfinder Roleplaying Game Mythic Adventures rulebook.

Mount Templates

If you wish to further enhance the strength and survivability of mythic mounts, you can apply the agile, invincible, or savage mythic simple templates described in the Mythic Monster Advancement section of Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. The agile template is a perfect fit for mythic mounts legendary for their speed, like a light horse, pegasus, or hippocampus. The invincible template is ideal for mythic mounts designed to absorb unbelievable punishment, like an elephant or warhorse. Finally, the savage template is ideal for mythic mounts that are devastating allies on the battlefield in their own right, like the riding dog or nightmare. In rare cases, it may be appropriate to add the mythic arcane or divine simple template to a mount.

Training Mythic Mounts

For mythic animals and magical beasts with Intelligence 2 or less, they are generally more difficult to train than ordinary animals or magical beasts; however, once trained they can learn a great deal more. Add twice the mythic mount’s mythic tier to the Handle Animal DC to train it. However, it can learn an additional number of tricks equal to its mythic tier, and once trained the DC to handle or push the animal to perform a trick or task it knows is reduced by 5.

Related Abilities

Mythic Feats: Companion Mythic Ability, Mythic Trainer

Path Abilities: Mythic Rider (Champion/Guardian 3rd Tier), Trick Rider (Champion/Guardian 3rd Tier), Companion Mythic Ability (Guardian 6th Tier)


Mythic Mythos Monsters

Using monsters from the lovecraftian mythos, whether based on H.P. Lovecraft’s own conceptions of them or the authors that influenced him, like Robert Chambers and Arthur Machen, or that followed in his footsteps, opens up a great variety of possibilities for forbidden lore, and ancient and terrible knowledge.

This knowledge includes spells, to which one could apply the [mythos] descriptor to indicate a derivation from or contact with the powers of elder things from beyond, much as other spells use descriptors, such as acid, air, chaotic, and cold. The mythos descriptor represents spells that tap powers or beings beyond the tapestry of night or that include rituals that call upon such beings or powers. In similar fashion, feats can be organized as mythos feats for classes, archetypes, and other character options related to the mythos.

Most relevant here, the mythos subtype can also be applied to creatures, indicating eldritch and alien beings from beyond, much as you would apply descriptors like aquatic, fire, or daemon. If using this rule, all of the creatures in this product, of course, would qualify as having the mythos subtype. In addition, the following monsters from the official pathfinder bestiaries would qualify as creatures of the mythos subtype:

Pathfinder Roleplaying Game Bestiary: aboleth, gibbering mouther, intellect devourer, morlock, neothelid, shoggoth, skum

Pathfinder Roleplaying Game Bestiary 2: denizen of Leng, faceless stalker, gug, hound of Tindalos, Leng spider, moonflower, neh-thalggu, seugathi, shantak, vemerak, wendigo

Pathfinder Roleplaying Game Bestiary 3: cerebric fungus, ghorazagh, iku-turso, moon-beast, phantom fungus, voonith, yithian

Pathfinder Roleplaying Game Bestiary 4: bhole, bodythief, colour out of space, elder thing, flying polyp, great old one (Bokrug, Cthulhu, Hastur), lunarma, mi-go, nightgaunt, spawn of Yog-Sothoth, star-spawn of Cthulhu

d20pfsrd.com: dark young of Shub-Niggurath, eye of the deep, quantum, veiled master

The mythos descriptor and subtype are described in greater detail in Tomes of Ancient Knowledge, Beyond the Void, and the Gothic Campaign Compendium from Legendary Games. Mythos-related creature statistics can be found in the above rulebooks as well as the bestiary pages of d20pfsrd and the Pathfinder Reference Document.

Alchemical Compounds

The following alchemical compounds are known among alienist scholars and are useful when dealing with mythos creatures.

Incense of Xakauba

When this resinous compound of myrrh, wormwood, musk, and herbs is burned (a full-round action), it produces perfumed vapors that last one minute and can entrance creatures with the mythos descriptor within 10 feet, granting a +2 alchemical bonus to Charisma checks and Charisma-based skill checks used against them, and increasing the save DC of any mind-affecting effect used against them by 1.

If the user expends one use of mythic power, the radius of the incense’s effect is increased by 10 feet and the vapors persist for a number of minutes equal to 1 plus the user’s mythic tier.

Craft DC 22; Time 1 hour; Price 120 gp

Powder of Abn Ghauzi

This mystical formulation of grave dust, amaranth, ivy, salt, and powdered lead functions like dust of appearance, but it reveals only creatures or effects with the mythos subtype, and its effects last for only 1d6 rounds. If kept sealed within leaded glass, this powder retains its potency indefinitely.

If the user expends one use of mythic power, the duration of the powder’s effect is increased by a number of rounds equal to his mythic tier, and any mythos creatures in the area when the powder is used become dazzled for the duration.

Craft DC 25; Time 1 day; Price 180 gp

Space Mead

This distilled draught must be brewed in copper and infused with tinctures of alien ichor. It grants the drinker immunity to the natural extremes of temperature to be found in outer space and also suppresses the drinker’s need to breathe, placing her in a near-cataleptic state within 1 minute of drinking (DC 15 Fortitude negates). The drinker is treated as both exhausted and staggered but no longer needs to breathe for the next 24 hours. As long as repeated doses of space mead are consumed, the need to breathe continues to be suppressed; however, if the effects of one dose of space mead lapse for longer than 1 minute, the creature’s metabolism and respiration return to normal and she is subject to suffocation if still in the airless void.

If the user expends one use of mythic power when ingesting the space mead, its effects last for the duration of the creature’s spaceflight, regardless of how long it lasts.

Craft DC 30; Time 1 day; Price 300 gp

Unguent of Khefnis

This mixture of oil of lotus, powdered mandragora, balsam, and natron grants prophetic visions when anointed upon the eyes before sleep. This functions as a divination spell, with a percentage chance of success equal to the creator’s Craft (alchemy) check. If the check is failed by more than 50, the sleeper gains a false or misleading vision.

If the user of unguent of Khefnis goes to sleep with a contact other plane, divination, or vision spell prepared (or among his spells known, if he is a spontaneous caster or is able to use one or more of these spells as a spell-like ability), he can cast this spell subconsciously while sleeping, with the chance of success increased by 5% and with a +2 alchemical bonus to any ability check or caster level check required as part of the spell.

If the user expends one use of mythic power, he adds his mythic tier to the percentage chance of a successful divination, whether from the unguent itself or from sleeping with the spell prepared.

Craft DC 20; Time 1 day; Price 75 gp

Related Abilities

Path Abilities: Alien Alchemy (Archmage/Trickster 1st Tier), Elder Signs (Archmage/Hierophant 1st Tier)


Mythic Oozes

The monster appendicies tell us that an ooze is an amorphous or mutable creature, usually mindless, often with a corrosive attack form and some method of trapping, engulfing, dissolving, and devouring its prey. Oozes are ambush predators, using camouflage to compensate for their slow speed, and with a host of immunities they are hard to hurt.

Ooze Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Rule Interactions

Oozes present some interesting interactions with the mythic rules:

Feats: As mindless creatures, oozes have no feats; however, even mindless creatures can gain mythic feats at every odd-numbered mythic rank, just like the mythic skeleton in Pathfinder Roleplaying Game Mythic Adventures.

Having no ordinary feats, however, there are few mythic feats for which oozes qualify. As a result, most oozes on this site have the simple and straightforward Extra Mythic Power and Potent Surge feats, allowing them to use their mythic abilities more often and more effectively. Some oozes here also have a new category of mythic monster ability, the Mindless Feat ability, which grants the monster an ordinary feat (typically one requiring no particular strategy or intentionality, such as Toughness or Vital Strike) as a bonus feat, enabling it to then take the enhanced mythic version of that feat with their mythic feat slots, just as the mythic skeleton does with Improved Initiative.

Grab: Many oozes depend on some form of grappling for their primary attack. Given the prevalence of freedom of movement effects at higher levels, as an optional rule you could consider allowing a mythic ooze to spend one use of its mythic power to ignore the effect of freedom of movement for 1 round. You could also invoke this rule when an ooze uses a constrict, engulf, or entrap attack (see Universal Monster Rules in the hardback bestiaries or through that link). Knowledge checks: Knowledge (dungeoneering) can be used to discover information about a mythic ooze and its special powers or vulnerabilities. However, to reflect their rarity you should add an ooze’s mythic rank to its CR +15 to derive the DC for such Knowledge checks.

Split: Many oozes have the ability to split into multiple smaller copies of themselves when they are attacked in certain ways. When a mythic ooze splits, you may choose to treat all of the split oozes as if they were still part of the same creature for the purpose of its mythic power, sharing a common pool of uses of that power. Each split ooze is still considered an individual creature for the purpose of actions, and more than one ooze could use a mythic surge as an immediate action in the same round.

Alternatively, when a mythic ooze splits you may split any remaining uses of its mythic power, dividing these uses evenly among the smaller oozes (randomly determining which ooze gets a leftover odd-numbered use of mythic power). If a split causes there to be more oozes than the “parent” ooze had uses of mythic power remaining, some of the newly created oozes (determine which randomly) retain no uses of mythic power to use, but they are still considered mythic creatures.


Mythic Qlippoth

Conjuring Qlippoth

As all qlippoth know that sentient mortals are the main source of the sin that gives rise to demons, they continually resist control and seek to gain their freedom when called to the Material Plane so that they can slay as many humanoids as they can. As a result, due to the sin in their souls, evil humanoid conjurers take a -6 penalty on opposed Charisma checks or similar mechanisms when attempting to exert control over a qlippoth, or to secure a qlippoth’s aid.

There are several ways in which an evil spellcaster can fully or partially overcome this difficulty, however. Promising the qlippoth the opportunity to kill many humanoids is perhaps the most common approach. As the death of sinful mortals may contribute to the demonic plague, however, while qlippoth relish the chance to slay any mortal, they prefer the destruction of the young, including the unborn of pregnant or fertile females. The sacrifice of a pregnant or fertile female, or a child, therefore, is another way in which their conjurers seek to influence their favor. An extreme method of gaining influence with the qlippoth is willing obeisance to a qlippoth lord combined with a repugnant ritual of self-mutilation that commits the soul to its service. A conjurer can also use a qlippoth talisman. Qlippoth talismans are tiny shards of qlippoth runestones that are enchanted to aid in the conjuration and control of qlippoth.

Qlippoth Talismans

Aura Moderate or strong conjuration (chaos, evil); CL varies; Weight —;
Price varies: Augnagar 130,000 gp; Chernobue 110,000 gp; Cythnigot 30,000 gp; Gongorinan 100,000 gp; Hydraggon 40,000 gp; Iathovos 170,000 gp; Nyogoth 80,000 gp; Shoggti 60,000 gp; Thulgant 150,000 gp; Ylyrgoi 120,000 gp

Each of the several kinds of qlippoth talisman is a tiny shard of stone several inches long upon which is inscribed a strange symbol that, with a successful DC 30 Knowledge (planes) or Linguistics check, can be recognized as being an ancient Abyssal rune associated with one type of qlippoth. When a talisman is held or worn, it provides advantages related to the conjuration and control of qlippoth, as well as other powers if the possessor makes certain sacrifices or willingly deforms her own body. A nonevil creature that holds, wears, or otherwise touches a qlippoth talisman is sickened for the duration.

The possessor of a qlippoth talisman is immune the horrific appearance of the related type of qlippoth and any other qlippoth that it permits the possessor to summon. As detailed with the information on the cythnigot qlippoth in Pathfinder Roleplaying Game Bestiary 2, a chaotic evil spellcaster of caster level 7th who has the Improved Familiar feat can gain a cythnigot as a familiar. If such a spellcaster possesses any type of qlippoth talisman, the ritual costs 100 gp per caster level (instead of the usual 200 gp per caster level), and the cythnigot that answers the call always has the advanced simple template (Pathfinder Roleplaying Game Bestiary).

Augnagar Talisman

The possessor of an augnagar talisman adds the augnagar (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures it can summon with summon monster IX. Once per day, if the possessor consumes at least one pound of flesh from a living creature of its own species, sacrifices it, and then speaks a command word, an augnagar appears as if summoned by a summon monster IX spell. An augnagar talisman grants its possessor a +6 bonus on Charisma checks made to secure an augnagar’s aid when casting greater planar binding. Strong conjuration (chaos, evil); CL 17th; Craft Wondrous Item, greater planar binding, summon monster IX.

Chernobue Talisman

The possessor of a chernobue talisman adds the chernobue (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster IX. Once per day, if the possessor aborts a pregnancy, sacrifices a pregnant or fertile female, or castrates a male humanoid, and then speaks a command word, a chernobue appears as if summoned by a summon monster IX spell. A chernobue talisman grants its possessor a +6 bonus on Charisma checks made to secure a chernobue’s aid when casting planar binding or greater planar binding. Strong conjuration (chaos, evil); CL 15th; Craft Wondrous Item, greater planar binding, summon monster IX.

Cythnigot Talisman

The possessor of a cythnigot talisman adds the cythnigot (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster III. Once per day, if the possessor tortures a tiny animal for at least 15 minutes and then speaks a command word, a cythnigot spore appears as if summoned by a summon monster III spell and immediately infests the tortured animal. A cythnigot talisman grants its possessor a +6 bonus on Charisma checks made to secure a cythnigot’s aid when casting one of the planar binding spells. Moderate conjuration (chaos, evil); CL 7th; Craft Wondrous Item, lesser planar binding, summon monster III.

Gongorinan Talisman

The possessor of a gongorinan talisman adds the gongorinan (Pathfinder Adventure Path #64) to the list of creatures she can summon with summon monster VIII. Once per day, if the possessor removes and consumes the eyeball of a living humanoid, and then speaks a command word, a gongorinan appears as if summoned by a summon monster VIII spell. A gongorinan talisman grants its possessor a +6 bonus on Charisma checks made to secure a gongorinan’s aid when casting planar binding or greater planar binding. Strong conjuration (chaos, evil); CL 14th; Craft Wondrous Item, planar binding, summon monster VIII.

Hydraggon Talisman

The possessor of a hydraggon talisman adds the hydraggon (as described in The Book of Fiends from Green Ronin) to the list of creatures she can summon with summon monster IV. Once per day, if the possessor drowns a humanoid and then speaks a command word, a hydraggon appears as if summoned by a summon monster IV spell. A hydraggon talisman grants its possessor a +6 bonus on Charisma checks made to secure a hydraggon’s aid when casting one of the planar binding spells. Moderate conjuration (chaos, evil); CL 9th; Craft Wondrous Item, lesser planar binding, summon monster IV.

Iathavos Talisman

The possessor of an iathovos talisman adds the chernobue iathavos (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster IX, and the nyogoth to the list of creatures she can summon with summon monster VII. Once per day, if the possessor sacrifices at least 14 HD of demons or humanoids and then speaks a command word, a chernobue and 2-5 nyogoths appear as if summoned by summon monster IX spells. An iathovos talisman grants its possessor a +6 bonus on Charisma checks made to secure a qlippoth’s aid when casting one of the planar binding spells. If the possessor of an iathovos talisman casts a gate spell to call the iathovos but does not have a caster level that would permit control of the creature, the possessor may make a caster level check with a DC equal to the HD of the creature in order to control it. Strong conjuration (chaos, evil); CL 19th; Craft Wondrous Item, gate, greater planar binding, summon monster IX.

Nyogoth Talisman

The possessor of a nyogoth talisman adds the nyogoth (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster VII. Once per day, if the possessor eviscerates a humanoid, and then speaks a command word, a nyogoth appears as if summoned by a summon monster VII spell. A nyogoth talisman grants its possessor a +6 bonus on Charisma checks made to secure a nyogoth’s aid when casting planar binding or greater planar binding. Strong conjuration (chaos, evil); CL 13th; Craft Wondrous Item, planar binding, summon monster VII.

Shoggti Talisman

The possessor of a shoggti talisman adds the shoggti (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster VI. Once per day, if the possessor successfully charms or dominates a humanoid, and then speaks a command word, a shoggti appears as if summoned by a summon monster VI spell. A shoggti talisman grants its possessor a +6 bonus on Charisma checks made to secure an shoggti’s aid when casting planar binding or greater planar binding. Moderate conjuration (chaos, evil); CL 11th; Craft Wondrous Item, planar binding, summon monster VI.

Thulgant Talisman

The possessor of a thulgant talisman adds the augnagar thulgaunt (Pathfinder Roleplaying Game Bestiary 2) to the list of creatures she can summon with summon monster IX. Once per day, if the possessor sacrifices at least 10 HD of demons or humanoids and then speaks a command word, an augnagar and 2-5 shoggtis appear as if summoned by a summon monster IX and a summon monster VIII spell respectively. A thulgant talisman grants its possessor a +6 bonus on Charisma checks made to secure a qlippoth’s aid when casting one of the planar binding spells. If the possessor of a thulgant talisman casts a gate spell to call the iathovos but does not have a caster level that would permit control of the creature, the possessor may make a caster level check with a DC equal to the HD of the creature in order to control it. Strong conjuration (chaos, evil); CL 18th; Craft Wondrous Item, gate, greater planar binding, summon monster IX.

Ylyrgoi Talisman

The possessor of an ylyrgoi talisman adds the ylyrgoi to the list of creatures she can summon with summon monster IX. Once per day, if the possessor sacrifices at least 6 HD of demons or humanoids and then speaks a command word, an ylyrgoi appears as if summoned by a summon monster IX spell. An ylyrgoi talisman grants its possessor a +6 bonus on Charisma checks made to secure an ylyrgoi’s aid when casting greater planar binding. Strong conjuration (chaos, evil); CL 16th; Craft Wondrous Item, greater planar binding, summon monster IX.

Construction Requirements

Cost varies: Augnagar 65,000 gp; Chernobue 55,000 gp; Cythnigot 15,000 gp; Gongorinan 50,000 gp; Hydraggon 20,000 gp; Iathovos 85,000 gp; Nyogoth 40,000 gp; Shoggti 30,000 gp; Thulgant 75,000 gp; Ylyrgoi 60,000 gp; Craft Wondrous Item, various spells (see text), creator must be evil


Mythic Sea Creatures

Feats: The following feats are particularly good for mythic sea creatures, or those fighting against them:

  • Amphibious Adaptation (Normal/Mythic)
  • Arms of the Deep (Mythic)
  • Breaching Leap (Mythic)
  • Cetacean Smash (Mythic)
  • Eel Strike (Combat, Normal/Mythic)
  • Fast Swimmer
  • Share Breath (Mythic)
  • Swim-By Attack (Normal/Mythic)

All of these feats are available in the Mythic Rules section of this site in their respective categories.


Mythic Undead

The following mythic spells are particularly useful for characters interested in raising undead or laying them to rest: Animate Dead (Lesser), Decompose Corpse, Ghostbane Dirge, Ghostbane Dirge (Mass), Ghostly Disguise, Rest Eternal, Restore Corpse, Sanctify Corpse, Sculpt Corpse, Undead Anatomy (All).

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