The open playtest for Mythic Adventures should be ready by the end of September, but right now here's a sneak peek: a custom mythic minotaur!
The terminology and formatting of some of these abilities may change—we're revealing this now to give you an idea of how an existing monster can be upgraded with mythic abilities to make it a CR-appropriate challenge for mythic PCs or a difficult (but not impossible) challenge for nonmythic PCs. Note the MR (mythic rating) listing after the CR, "mythic" subtype, increased stats such as natural armor and hit points, DR, SR, mythic power, oubliette, the (mythic) tag after the Power Attack feat, and domain mastery. Weird!
Mythic Minotaur CR 4/MR 2
CE Large monstrous humanoid (mythic)
Init +0; Senses darkvision 60 ft.; Perception +10
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 65 (6d10+32)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning; DR 5/epic; SR 17
Speed 30 ft.
Melee greataxe +10/+5 (3d6+7/x3), gore +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (2/day, 1d6), oubliette, powerful charge (gore +15, 2d6+7), push (gore, 10 ft.)
Str 21, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +12 (+14 bull rush); CMD 22
Feats Great Fortitude, Improved Bull Rush, Power Attack (mythic)
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
SQ domain mastery
Environment temperate ruins or underground
Treasure double (greataxe, other treasure)
Domain Mastery (Su) A minotaur may designated one area (no greater than 100 feet on a side) as its personal domain (typically a maze or other confusing structure). As a move action, the minotaur can teleport from one point in its domain to any other point in its domain, as if using greater teleport. In addition, whenever the minotaur must make a saving throw while inside its domain, it can roll twice and take the better result. A minotaur can change its domain once per week.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they have innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Oubliette (Su) Whenever the minotaur hits a creature with its gore attack as part of a powerful charge, the target must succeed at a DC 15 Will save or be sent into an extradimensional prison, as per the maze spell but lasting for no more than 1d4+1 rounds. The saving throw is Wisdom-based and includes a +2 racial modifier.
Sean K Reynolds