Time for one more preview before Mythic Adventures releases this Thursday at GenCon! Here's the example mythic lich! (A mythic lich gains additional abilities at tier 8th, 9th, and 10th, such as the power to immediately counterspell hostile magic, cast 1st-level spells at will, healing every time it casts a spell, and dispel checks always rolling twice and using the result that's more favorable to the lich.)
Mythic Lich CR 17/MR 7XP 102,400
Human lich cleric of Asmodeus 13
LE Medium undead (augmented humanoid, human, mythic)
Init +13M; Senses darkvision 60 ft., spell perception; Perception +29
Aura fear (60 ft., DC 28)
AC 36, touch 14, flat-footed 34 (+7 armor, +2 deflection, +2 Dex, +15 natural)
hp 209 (13d8+147)
Fort +16, Ref +9, Will +21
Defensive Abilities channel resistance +8, creeping paralysis; DR 15/bludgeoning and epic and magic; Immune cold, electricity, undead traits; SR 32
Speed 30 ft.D Domain spell; Domains Evil, Magic; M Mythic spell
Melee +1 heavy mace +9/+4 (1d8), touch +3 (1d8+6 plus paralyzing touch)
Special Attacks channel negative energy 10/day (DC 23, 7d6), hand of the acolyte (11/day), inspired spell, mythic power (7/day, surge +1d10), mythic spells 2/day, paralyzing touch (DC 28), scythe of evil (6 rounds, 2/day)
Domain Spell-Like Abilities (CL 13th; concentration +21)
11/day—touch of evil (6 rounds)
Cleric Spells Prepared (CL 13th; concentration +21)
7th—blasphemyD (DC 25), destruction (DC 27), ethereal jaunt
6th—antimagic fieldD, blade barrierM (DC 24), harmM (2, DC 26)
5th—dispel goodD, flame strikeM (DC 23), greater command (DC 23), slay living (2, DC 25)
4th—chaos hammerM (DC 22), freedom of movement, poison (DC 24), spell immunity, unholy blightD, M (2, DC 22)
3rd—bestow curse (2, DC 23), contagion (DC 23)M, dispel magicD, invisibility purge, meld into stone, protection from energy
2nd—align weaponD (evil only), calm emotions (DC 20), darkness, desecrate, hold person (DC 20), resist energy, spiritual weaponM
1st—bane (DC 19), cause fear (DC 21), deathwatch, entropic shield, identifyD, obscuring mist (2)
0 (at will)—bleed (DC 20), detect magic, purify food and drink, read magic
Str 8, Dex 14, Con —, Int 15, Wis 26, Cha 20
Base Atk +9; CMB +8; CMD 22
Feats Combat Casting, Craft Wondrous Item, Extra Channel, Improved ChannelM, Improved InitiativeM, Iron Will, Mythic Spell LoreB, Spell Focus (necromancy)M, ToughnessM
Skills Heal +16, Intimidate +18, Knowledge (arcana, religion) +18, Perception +29, Sense Motive +27, Spellcraft +26, Stealth +9; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Spellcraft, +8 Stealth
Languages Abyssal, Common
SQ mythic phylactery, rejuvenation
Treasure NPC gear (potions of invisibility , +3 chain shirt, +1 heavy mace, amulet of natural armor +3, belt of incredible dexterity +2, cloak of resistance +3, headband of mental prowess +4 [Wis, Cha], ring of protection +2, other treasure)
Creeping Paralysis (Su): A creature that strikes a mythic lich with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the lich must save or be affected by the lich's paralyzing touch ability. This triggers only once per round per creature.
Mythic Phylactery (Su): A mythic lich's phylactery can't be harmed by non-mythic sources. At 8th rank, the phylactery becomes a minor artifact, and can be destroyed by only one specific method.
Mythic Potency (Su): A mythic lich adds its rank to the save DCs for its fear aura and paralyzing touch abilities.
Mythic Spells (Su): A mythic lich gains Mythic Spell Lore as a bonus feat. The lich has a pool of magical power it can draw upon for casting mythic spells. Up to twice per day, it can use this power to cast a mythic spell without expending any uses of mythic power.
Augmented Spellcasting (Su): At 7th rank, a mythic lich selects one of the following archmage or hierophant abilities: arcane surge (see page 14), inspired spell (see page 32), recalled blessing (see page 32), or wild arcana (see page 14). Once chosen, this selection can't be changed.
Spell Perception (Su): At 7th rank, a mythic lich automatically notices spellcasting within 60 feet. The lich automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.
A mythic lich is an undead spellcaster who gave up standard mythic path abilities in favor of abilities that preserve her existence and enhance her unnatural power.
Sean K Reynolds
Designer, Pathfinder RPG