Mythic Versions of Celestials!


Homebrew and House Rules


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This suggestion thread is a think tank for any mythic versions of celestials that have already been published in any bestiary or supplement. I've added the ones that don't go over CR 23 (with the highest possible one being the Cetaceal Agathion).

So, if anyone wants to make a mythic version of a celestial on this list, feel free too. Also, if I screwed up the CR/MR of any of the celestials, PLEASE LET ME KNOW. I'm still STRUGGLING to understand most of the mythic rules (as learning anything new is kinda hard for me ^_~).

Angels (Mythic)
Cassasian (CR 3/MR 1)
Choral (CR 9/MR 3)
Balisse (CR 12/MR 4)
Movanic Deva (CR 15/MR 5)
Monadic Deva (CR 18/MR 6)
Astral Deva (CR 21/MR 7)

Agathions (Mythic)
Silvanshee (CR 3/MR 1)
Cephalodal [aka Bishop] (CR 6/MR 2)
Vulpinal (CR 9/MR 3)
Avoral (CR 13/MR 4)
Leonal (CR 19/MR 6)
Cetaceal (CR 22/MR 7)

Archons (Mythic)
Lantern Archon (CR 3/MR 1)
Spyglass Archon (CR 4/MR 1)
Hound Archon (CR 6/MR 2)
Legion Archon (CR 10/MR 3)
Shield Archon (CR 15/MR 5)
Trumpet Archon (CR 21/MR 7)

Azatas (Mythic)
Lyrakien (CR 3/MR 1)
Yamah (CR 7/MR 2)
Bralani (CR 9/MR 3)
Lillend (CR 10/MR 3)
Raelis (CR 15/MR 5)
Ghaele (CR 19/MR 6)


Neat thread idea! You only add half the creatures mythic rank to their initial CR to get the end value; you appear to be adding the entire rank value as a modifier. Mythic ranks are powerful, but not THAT powerful.
So, if we're not going above CR 23, you should be able to add everything in the angel category but solars, all the archons, all azatas but the Veranallia, and all agathions but the Draconal.

Scarab Sages

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For an archon's aura of dread (or whatever its called), adding a secondary effect (shaken probably) on the failed save would be a start. As you get to the higher tier archons, maybe improve this to frightened on a fail, shaken on a save.


Cerberus Seven wrote:
Neat thread idea! You only add half the creatures mythic rank to their initial CR to get the end value; you appear to be adding the entire rank value as a modifier. Mythic ranks are powerful, but not THAT powerful. So, if we're not going above CR 23, you should be able to add everything in the angel category but solars, all the archons, all azatas but the Veranallia, and all agathions but the Draconal.

WHOOPS!

S#%!, MY BAD.

Sorry about that.

Here's the updated list:

Angels (Mythic)
Choral (CR 7/MR 3)
Balisse (CR 10/MR 4)
Movanic Deva (CR 12/MR 5)
Monadic Deva (CR 15/MR 6)
Astral Deva (CR 17/MR 7)
Planetar (CR 20/MR 8)

Agathions (Mythic)
Cephalodal [aka Bishop] (CR 5/MR 2)
Vulpinal (CR 7/MR 3)
Avoral (CR 11/MR 4)
Leonal (CR 16/MR 6)
Cetaceal (CR 22/MR 7)
Cervinal (CR 21/MR 8)

Archons (Mythic)
Hound Archon (CR 5/MR 2)
Legion Archon (CR 8/MR 3)
Shield Archon (CR 12/MR 5)
Trumpet Archon (CR 17/MR 7)
Star Archon (CR 23/MR 9)

Azatas (Mythic)
Lyrakien (CR 3/MR 1)
Yamah (CR 7/MR 2)
Bralani (CR 9/MR 3)
Lillend (CR 10/MR 3)
Raelis (CR 15/MR 5)
Ghaele (CR 19/MR 6)
Brijidine (CR 21/MR 8)


Good list. I'll submit some ideas for this thread over the holiday break. I already started with a mythic planetar and mythic ghaele about a week ago. Should be fun!

To follow-up on what Arch-magi said, the sample of mythic monsters that came out with Mythic Adventures had a few instances where an entire category of monsters got to use some new abilities meant soley for their kind. Namely, dragons and the new abilities Dragon Cantrips, Dragon Blood, and Dragon Fury. They can also get the Lingering Breath ability, though that works for anything with a breath weapon. While there's nothing like that for demons, devils, or daemons (so far), there's no reason we can't create certain mythic abilities that enhance common features to angels, azatas, archons, or all celestials. A secondary effect on an angels aura, for example, that provides Inspire Courage bonuses like a bard. Higher CR angels can have additional or more severe effects.

Remember, each type of celestial should get a number of additional special abilities equal to their mythic rank + 1. That means 3 such abilities for a hound archon, 8 for an astral deva, etc. These can be things from the existing mythic monster ability list, any of the mythic tier abilities, existing normal monster abilities (for example, many of the sample mythic dragons have Swallow Whole), or completely new things made up for the specific creature. We just need to make them thematically appropriate, same as with their mythic bonus feats and ability score bonuses.

One word of caution: we should probably make no more than one third of the extra abilities these celestial get require or allow expenditure of mythic power. You only get one point of mythic power per rank, substantially less than tiers give. Considering their bonus mythic feats are quite likely to also give them ways to spend mythic power and that ALL mythic creatures get the Surge ability, too many ways to spend this resource could lead to options paralysis when running these things.

That's all for now. More coming later.

Liberty's Edge

I'd still enjoy a mythic Solar...28/10? :p


Wow. The stupid forums swallowed a good half hour of work formatting JUST the planetar entry. I'm just gonna post what's updated, by default with mythic rank and with special abilities, for a planetar and a ghaele.

Mythic Planetar:

  • +8 to initiative, +8 natural AC bonus, and +8 SR
  • 8 mythic power and +1d10 surge
  • 80 bonus hit points, DR changes to DR 10/evil and epic
  • Bonus Mythic Feats: Mythic Blind Fight, Mythic Great Fortitude, Mythic Iron Will, Mythic Lightning Reflexes
  • Abilities Score Bonuses: +4 to Strength, +2 to Wisdom and Charisma
  • Immunity to poison
  • Immunity to fire
  • +2 caster level for spell-like abilities
  • +2 to effective cleric level
  • Second Save (Ex)
  • Mythic Magic (Su)
  • Aegis of Faith (Sp): A mythic planetar gains a luck bonus to its AC, CMD, and reflex saves equal to half its mythic rank. This functions as a constant version of the Shield spell. Once per round, a creature that hits the planetar in melee combat is staggered and blinded by the shield discharging a burst of intense holy light (a DC 28 Will save can negate each effect). If this effect is dispelled, the planetar can reform it on their turn as a free action.
  • Command of the Heavens(Su): The mythic planetar's aura sickens all evil creatures within it (DC 28 Will negates) and grants a +2 morale bonus on all d20 rolls to all good-aligned beings, including the planetar. Evil enemies striking the planetar from beyond the aura through use of natural reach attacks are also affected by the ability. The planetar can spend one point of mythic power as a swift action to double both the radius of their aura and all the effects from Supernal Command for one minute.
  • Supernal Champion: A mythic planetar may declare smite evil as a paladin of their effective cleric casting level. The attack, damage, and AC bonuses are all sacred typed. The mythic planetar may spend two points of mythic power to apply this ability to all evil creatures within sight.

Mythic Ghaele:

  • +6 to initiative, +6 natural AC bonus, and +6 SR
  • 6 mythic power and +1d8 surge
  • 60 bonus hit points, DR changes to DR 10/cold iron and evil and epic
  • Bonus Mythic Feats: Mythic Combat Expertise, Mythic Improved Disarm, Mythic Improved Trip
  • Ability Score Bonuses: +2 to Strength, +4 to Charisma
  • Immunity to fire
  • Fast Healing 5
  • Mythic Magic (Su)
  • Block Attacks (Ex)
  • Piercing Radiance (Su): A mythic ghaele azata's light rays threaten a critical on a 19-20 and do x3 damage on a confirmed critical hit. This only applies to ranged attacks fired normally when the ghaele is in light form. By spending one point of mythic power as a free action, the ghaele can fire their light rays for one minute without provoking attacks of opportunity and with a bonus to attack and damage equal to their charisma modifier.
  • Blinding Assault (Su): By spending one point of mythic power as a swift action, the ghaele can shift into light form and move up to its speed, retaking solid form at its destination. It may move through enemies this way, though no more than once and it still provokes attacks of opportunity for doing so. Every enemy it passes through takes its light ray damage and is blinded for 1d4+1 rounds (DC 22 Will save negates).
  • Flashing Blade(Su): Once per round, a mythic ghaele in solid form that hits an enemy with a melee attack can use their light ray attack against it without changing form and without provoking an attack of opportunity.

Dark Archive

dot


More mythic celestials, now from the archon and agathion categories!

Mythic Hound Archon:

  • +2 to initiative, natural AC bonus, and SR
  • 2 mythic power and +1d6 surge
  • 20 bonus hit points, DR changes to DR 10/evil and epic
  • Bonus Mythic Feat: Mythic Power Attack
  • Ability Score Bonus: +2 to Charisma
  • Partial Transformation (Su): By expending one point of mythic power as a free action, a mythic hound archon may use this ability in conjunction with its Change Shape special quality.
  • Disciplined Soldier (Ex): The mythic hound archon treats fear effects it is suffering as one category less in severity. For example, frightened becomes shaken, while the shaken effect is negated.
  • Threaten (Su): Once per round as a swift action, a mythic hound archon can utter a terrifying snarl at one opponent in the archon’s aura. The opponent must pass a Will saving throw equal to the archons aura of menace ability or become shaken. This may be done no more than once to the same opponent in combat. This is a sonic-based fear effect.

Mythic Shield Archon:

  • +5 to initiative, natural AC bonus, and SR
  • 5 mythic power and +1d8 surge
  • 50 bonus hit points, DR changes to DR 10/evil and epic
  • Bonus Mythic Feats: Mythic Improved Initiative, Mythic Iron Will, Mythic Shield Focus
  • Ability Score Bonuses: +2 to Strength, +2 to Constitution
  • Gains regeneration 5/evil
  • Fortification
  • Sacrificial Shield
  • Piercing Purity (Su): When a mythic shield archon hits with its spear, it deals an extra 1d8 points of damage to chaotic or evil creatures. In the case of chaotic evil creatures, these bonus damage dice stack.
  • Infuse Shield Arm (Su): As a swift action, the shield archon can spend one point of mythic power to increase its shield enhancement bonus by a number of points equal to its mythic rank. These may be in the form of normal enhancement bonuses to the shield AC bonus or magic armor enchants such as bashing or impervious.
  • Concussive Blitz (Ex): When using its transpose ally ability, a mythic shield archon can expend one point of mythic power to set off a shockwave at its destination. Enemies within 10 feet of the archon’s destination are hit with a blast that deals 9d6 force damage and staggers them for 1d4 round (Fortitude save DC 22 to halve the damage and negate the staggered effect). The save DC is Constitution-based.

Mythic Silvanshee Agathion:

  • +1 to initiative, natural AC bonus, and SR
  • 1 mythic power and +1d6 surge
  • 10 bonus hit points
  • Bonus Mythic Feat: Mythic Weapon Finesse
  • Gains Invisibility as an at-will spell-like ability.
  • Feral Force (Ex): Once per combat, a mythic silvanshee that hits with a least one attack on its pounce ability may make a trip attempt as though it had the Improved Trip and Agile Maneuvers feats. After the pounce is resolved, it may move up to half its flight speed without provoking an attack of opportunity from the target.

Mythic Leonal Agathion:

  • +6 to initiative, natural AC bonus, and SR
  • 6 mythic power and +1d8 surge
  • 60 bonus hit points, DR changes to DR 10/evil and silver and epic
  • Bonus Mythic Feats: Mythic Dodge, Mythic Improved Initiative, Mythic Weapon Focus
  • Ability Score Bonuses: +2 to Constitution, +4 to Charisma
  • Immunity to sonic damage
  • Righteous Might as a spell-like ability 3 times per day
  • Feral Savagery (pounce)
  • Meat Shield
  • Primal Roar (Su): By expending one point of mythic power as a free action, a mythic leonal can empower its next roar ability this turn to either deal an additional 8d6 sonic damage or impose a -4 penalty on saving throw. Targets affected by the Holy Word effect are treated as half the leonal’s total mythic rank lower in level for purposes of how Holy Word affects them.
  • Battle Healer (Su): A mythic hound archon can use the mercy class feature as a paladin of their level with their lay on hands ability. They may remove the following conditions with their mercy: fatigued, exhausted, shaken, and staggered.
  • Throat Crusher (Ex): When the mythic leonal hits with its bite attack on a pounce, it gains a +4 morale bonus to the grab check. On a successful check, the target is rendered unable to speak or cast any spells with a verbal component. For as long as it is grappled by the leonal in this way, the target must make a DC 25 Fortitude at the start of its turn or fall unconscious. By expending a point of mythic power as a swift action before the pounce, the mythic leonal can use this ability on a target up to one size category larger than it.


Holy s&*#! Ceberus Seven, dude, your totally awesome! Thank you!

Also, sorry for the necromancy people. ^_^

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