Mythic Monsters 5: Mythos (PFRPG)

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The fifth volume in our Mythic Monsters series, Mythic Monsters: Mythos brings you a dozen and one alien horrors from beyond the stars! Twelve of your favorite eldritch abominations are here, updated for the mythic rules, and when we say updated we mean complete stat blocks, yes, but more than that every unearthly and indescribable Thing from Beyond has its own unique and exciting new mythic abilities, from an mythic shantak’s disemboweling flyby to the temporal retribution of a mythic hound of Tindalos!

This product includes mythic oozes of familiar alien horrors like the gibbering mouther and shoggoth as well as more obscure alien creatures like the faceless stalker and moon-beast, covering CRs from 4 to 24. In addition to a dozen existing otherworldly foes, Mythic Monsters: Mythos also enumerates every creature from the official Pathfinder Roleplaying Game Bestiaries (and a few more besides) that qualifies for the mythos descriptor, as well as mythic path abilities for alien alchemy and the mysterious Elder Signs, plus four mythic alchemical compounds to spice up the laboratory of your favorite deranged researcher of the cosmos. To top it all off, Mythic Monsters: Mythos introduces an entirely new 13th mythic monster, the swift and deadly mythic greater byakhee, a star-spanning mount, minion, and menace perfect for the summoning rituals of your local cosmic cultists!

The Mythic Monsters series from Legendary Games brings you dynamic and exciting mechanics alongside evocative and cinematic new abilities that really help creatures live up to their flavor text, whether they are creatures of real-world myth and legend or creatures born out of the RPG tradition itself. These creatures can work just as well in a non-mythic campaign as they do in one that incorporates the full mythic rules, as you can throw them at your jaded players who think they’ve seen it all or know the standard monster stats as well as you do. That look of surprise and “What was THAT?” will warm any GM’s heart.

Download this 34-page mythic monster supplement today, and look forward to future releases in the Mythic Monsters line.

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****½ (based on 3 ratings)

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4.5/5 short term, 4/5 long term

****( )

This supplement clocks in at 34 pages, including seven pages of covers and legal matter, leaving us with 27 pages of content. Each installment in Legendary Games’ Mythic Monster series contains 13-14 mythic monsters: one original and the others mythic versions of nonmythic creatures from previous Paizo and Legendary Games supplements. The mythic-ized old monsters’ entries consist almost entirely of crunch, with minimal fluff to describe their new abilities and no artwork. The new monster in each supplement comes with complete fluff and crunch, along with a full page, full color illustration. Additionally, each installment begins with a few mythic feats, path abilities, or new miscellaneous game mechanics related to the type of creature featured in the supplement.
This installment begins by introducing a Mythos spell-descriptor and a Mythos monster subtype. These have no effect aside from interactions with specific abilities. All monsters in this supplement have the mythos subtype, and it lists several other pathfinder monsters which are retroactively assigned the mythos subtype. It does not, however, specify which spells have the mythos descriptor, leaving us to guess. The mythos descriptor and subtype are presented in “greater detail” in other horror-themed Legendary Games products, including the Gothic Campaign Compendium. Without those, though, you will have difficulty using abilities that reference the mythos spell descriptor.
Subsequently, we get two new mythic path abilities: Alien Alchemy, which gives alchemical creations greater effect against mythos subtype monsters, and Elder Signs, which grants four unique abilities for making specific hand signs (as a move action). Elder Signs is available for both archmages and hierophants, while Alien Alchemy is available to both archmages and tricksters.
Next we get four horror-themed alchemical compounds, with effects related to mythos subtype monsters and spells with the mythos descriptor (the lack of knowing which spells it applies to continues to bother users without previous Legendary Games supplements).
After that we get the main portion of the book: 12 mythic monsters which are upgraded versions of previously released monsters, with hyperlinks to the original monsters on d20pfsrd.com. At the low end, we have the CR 4/MR 1 Mythic Cerebric Fungus. It can confuse anyone who strikes or is struck by it in melee, and blur its enemies’ visions giving them a miss chance.
At the high end, we have the CR 24/MR 9 Mythic Shoggoth. In addition to upgraded versions of a normal Shoggoth’s abilities, this beast paralysis creatures who strike it in melee. It is a “gravity agnostic”, a flavorful ability allowing it to climb in any direction. It has a superior form of regeneration identical to that of the 3.5 tarrasque. And it has a daily ability to create a permanent non-mythic Shoggoth as a spawn!
Unlike in other Mythic Monsters supplements, the ‘new’ mythic monster is not actually new; it is a mythic version of a monster from d20 Call of Cthulhu. Even if you don’t have CoC, the CR 8/MR 3 Mythic Greater Bhyakee comes with a full description of its abilities, lore, and a full page color illustration. The fluff is rather bland: it’s yet another Evil totally alien unspeakable Evil creature with indescribable Evil motives that does Evil things that can’t be envisioned, and did we mention evil it is Evil? If you are feeling déjà vu from that description, it is probably due to it being the same lore given to almost every aberration, undead, and evil-aligned outsider in the monster books. Nonetheless, its mechanical abilities are interesting and clearly described, making it a fun creature to fight for a relatively straightforward combat.
Short Term Rating: After the initial hurdle of the [mythos] spell descriptor which applies to some specific spells that aren’t actually specified, we get 13 solid mythic stat-blocks with interesting abilities which can be put into a pathfinder campaign with relative ease, for a final short term rating of 4.5/5.
Long Term Rating: The monster abilities given bring considerable use to a pathfinder GM, either on the monsters they come with or when you are looking for interesting powers to give your own monsters. The mythic subtype and trickster path ability are nice to have for a mythos-themed campaign, although neither are particularly radical in either concept or execution. The Elder Signs ability might be fun to play with even in a non-mythic campaign. Overall, the crunch-filled monster stat-blocks are where the real value is, for a long term rating of 4/5.


An Endzeitgeist.com review

*****

This installment of Legendary Games' Mythic Montsers-series is all about the Mythos and 34 pages long,1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC (with CR/MR), 3 pages of introduction/how-to use, 2 pages of advertisement and 1 page back cover, leaving us with 24 pages of insanity-inducing threats, so let's take a look, shall we?

This pdf kicks off with a nice legendary games-synergy that explains the [mythos]-descriptor for magic and also, as a subtype, before providing new mythic path abilities: Archmaes and Hierophants may learn elder signs: These signs are not only described (which allows players to actually make them!), these 4 signs allow for the addition of the mythic tier as bonus to identifcation of mythos-magic, improve conjuration/summoning, blocking extraplanar travel and improve objects or enhance your banishing/dispelling prowess. Oh, and before you ask - yes, we actually get a concise list of creatures from Paizo's bestiaries that would be "mythos"-compatible. The second ability, available to archmages and tricksters as a 1st tier ability, would be alien alchemy, which makes all alchemical items (including bombs) more potent versus creatures of the mythos.

Beyond these, we also are introduced to 4 new alchemical compounds: From the cha-enhancing incense of Xakauba to the mythos-specialized dustof appearing that is the powder of Abu Ghauzi or the Space Mead that allows for survival sans air or the vision-inducing Unguent of Khefnis - these alchemical compunds are awesome, come with prices and Craft-DCs and all have options to use mythic power to enhance their potency even further: Sheer coolness and two thumbs up for these; Now can we have a whole book of them please?

But this is a monster book, so let's take a look at the monsters and their mythic abilities, shall we? The weakest adversary herein would be the Celebric Fungus at CR 4/MR 1 - proximity to these threats blurs the vision of unfortunates to the point where otherworldly phantoms hamper their ability to strike their targets. Non-mythic creatures having to save twice versus their enchantments also makes for a rather nasty effect, as does their nauseating scream or daze-inducing touch.

Mythic Denizens of Leng get perhaps one of the coolest, weirdest abilities I've ever seen for a creature - whenever they would take bleed damage, said damage is negated, as their blood flies through the air in an extra-corporeal form of blood-circulation that defies the laws of gravity - among others. This, however, also results in their toxic blood being sprayed at attackers. Beyond the mythic enhancements to their abilities, a damn cool idea. Mythic faceless stalkers learn, by the way, to change between their own and a humanoid's face is a maddening cascade of rubbery flesh that may result in the disassociation spellblight as well as cha-damage... Gibbering mouthers of the mythic variety may make the duration of the insanity their babbling causes last longer and add the gibberish of their confused victims to their own potent powers, while Mythic gugs may entangle foes in their own intestines... EW!!! (Also, this may cause severe damage to all physical stats...)

Mythic Hounds of Tindalos may bilocate, i.e. exist twice at the same time by importing themselves from the future, netting them one of the most powerful, cool abilities I've seen in quite some time! Worse, they can manipulate the fate of their victims, forcing them to roll checks multiple times, taking the worse result. Have I mentioned the ability to duplicate detrimental effects they cause? These things are no truly frightening! Mythic Leng Spiders, with their nigh-indestructible nets and the ability to draw targets into other planes are cool, but don't manage to reach this level of abject awesomeness.

Mythic Moon Beasts learn to send helpless victims into a coma that has them transform into denizens of Leng and mythic Neh-thalggu learn to share telepathic visions of their terrible home-world, damaging their sanity and on the defensive side, they may use mythic power to shift through space and planes. Mythic Shantak can channel the void between the stars, dealing a bit of damage and heaping detrimental conditions upon hapless PCs or deliver devastating flyby attacks. Finally the CR 24/MR 9 mythic shoggoths can spawn non-mythic shoggoths or implant embryonic shoggoths in targets and they may also counter each and every attack with an AoO - suffice to say that gravity does not hold sway over these terrors. The final creature, the Mythic Byakhee, gets the ability to molt with nightmare-inducing results and create noxious acid pits to boot.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Legendary Games neat full-color two-column standard and the pdf comes fully bookmarked for your convenience, as well as with hyperlinks - at least partially. Due to some sort of strange glitch, the Denizens of Leng, Gibbering Mouther, Hound of Tindalos, Leng Spider, Moon Beast and Greater Byakhee all lack the hyperlinks, while the other statblocks feature them. Weird. The two artworks herein are okay, though slightly less awesome than usual for Legendary Games - they did not drive home the sense of fear I expected.

I'm a sucker for mythos-threats, as just about all of you by now will probably know, and these mythic creatures are actually CLOSER to what mythos creatures should be able to do than the base creatures, which, at least for me, more often than not fall short of the weirdness they should be able to accomplish. The authors Tom Phillips, Jonathan Keith, Jim Groves and Jason Nelson have delivered a bestiary, which I will use to represent mythos-threats in non-mythic games - these beings should evoke terror and that they do, thanks to the vast array of unique, new, cool abilities! The amount of iconic signature abilities, the cool supplemental material - that's the icing on the cake and more than enough to offset the rare case when one particular version does not 100% live up to the level of awesomeness of the others. The inconsistent hyperlinking would be my only other gripe, but at least for me, that's not enough to rate down a supplement that vastly enhances the alien terror and thus enriches our games - not necessarily exclusively on a mythic level. My final verdict will hence clock in at 5 stars + seal of approval.

Endzeitgeist out.


Mythos madness of the best kind

*****

Before I start let me begin by saying I am a big fan of all things lovecraftian and eldritch. This means this particular volume had a leg up when it came to appeal but also a higher than normal expectation before I even opened the covers. So lets begin…

At 34 pages the PDF is easy to navigate but lacks bookmarks for true ease. It is well presented and easy to read but many, many creatures spill over several pages and occupy pages with other creatures. I didn’t notice typos or significant errors, there probably will be, but that is no surprise since I may not be the best judge of such things. If there is an error or issue a quick look at the discussion will show you how fast Jason etc reply to queries, So in essence you could say there is good customer support.
Abilities, skills, feats etc. are hyperlinked to the SRD so people without an encyclopaedic knowledge of the system can easily reference what these things do.

The artwork is very sparse, no surprise to those who follow the line, with the cover art reprinted inside as full page images without intrusive text. The image on the cover is quite nice but the image of the byakhee is not quite as good in my opinion.

[Mythos] Subtype: The book suggests and uses the mythos subtype. I haven’t seen this before but it’s essentially a descriptor to lump the creatures and spells together into a more focused group that will allow players and DM’s to focus abilities specifically at these creatures – ranger favoured enemies for example, or the new path abilities (see below). A list of 40 odd monsters from the bestiaries that qualify for this subtype is included, so it doesn’t feel like a particularly limited set of creatures.

The new mythic path abilities and items: Alien alchemy is OK and it’s nice to see a path aimed squarely at alchemists. Mechanically its a save penalty and damage boost for alchemical items (including bombs) against creatures of the [mythos] subtype. The second – Elder signs (which you can see on Legendary games website) - is great. A move action power that boosts abilities to deal with [mythos] creatures – reducing concealment, improving chances of summoning or banishing such creatures for example. In a mythos heavy campaign I can see this being a popular choice.

The 4 items we get certainly fit perfectly into creating a mythos feel. Incense to enthral [mythos] creatures, powder to reveal such creatures hidden to the sight, a mead that suppresses the need to breathe and a unguent that offers you the classic dream visions (with the obligatory chances of misdirection and failure that accompanies such dubious alchemy).

Creatures: The real focus of the book. The creatures span a wide range of CR/MR and all present a good challenge for their CR in my mind. Base stats and abilities are as you’d expect; higher AC, HP, etc bringing them in line with the higher CRs, so no real comment is needed here I feel. Mythic feat selection is sensible adding to each creatures ability with few, if any, sub-par choices. Let’s face it though what makes mythic creatures really shine are those unique mythic abilities it gets over the base creature. In this instance the mythic abilities are well thought out, creative and extremely creepy or stomach churning as befits the theme. By necessity the wall of text presented here is quite vast. Each of the abilities, old or new, is described in detail and a few entail effects that need to be tracked. Overall the design is very solid and the abilities develop the ideas and themes of each creature, they don’t give the impression of being added on simply to mythic up the creatures. There are 13 creatures contained within so I won’t go into each, but to give you an idea of this creativity:

Denizen of Leng: Now with very creepy circulation. Blood lost by the denizen returns to their body by circulating and flowing through the air around them, what’s more it acts as a potent poison to those that harm the creature. They also gain the ability to dominate their foes as befits these inter-dimensional slavers.

Mythic Gug and Gug Savant: Gugs are fearsome enough so how does a mythic version compound that issue. Well now they can glide through the earth to strike without warning from any direction. The savant can even warp your spells, turning them back against the caster. However it is rend that wins in the disgusting stakes, you see their ability to rend is upgraded. More damage? Sure, added CON damage not HP, but that’s not particularly disgusting I hear you say. Well then let’s look at the reason for that Con damage; the rend eviscerates the opponent spilling out their internal organs and entangling them within the bloody intestinal mess. Yup you become entangles in your own guts! A word of warning about the gugs – they also have mythic power attack, this means 5 attacks, +18 ATT, average damage per attack ~20 without considering the rend. They have a low initiative but at CR12 they have the ability to annihilate an average PC.

Hound of Tindalos: Offers a great take on the dual initiative ability. The hound can split itself into two entities, itself and a future self. They have a common set of HP etc. but act as two separate entities with two separate actions for the round. The hound also gets a host of other cool abilities – probability shift, temporal retribution and warped entry upgrade. What are these? Check them out you won’t be disappointed – but let’s just say one of them means your long suffering PC’s will be rolling actions twice and taking the worst result – hell yeah, a pugwampi eldritch style!

Shoggoth: The granddaddy of the book. At CR 24 the shoggoth is the most challenging creature in the book. So does it live up to the high CR? I think so. Its abilities are nasty. Simply attacking it can leave you paralysed! It has an ability allowing it any number of free AoO against those that dare attack it! It can move freely in all directions including up through empty air (try to imagine that, then try to get that out of your mind once you have), its wisdom drain is horrendous as befits a mind shattering master of the mythos (try saying that 5 times). Oh and lastly it can birth non-mythic shoggoth!

The other 8 creatures are just as good if not better. Each has what amounts to a well thought out and developed set of abilities that render each appropriately mythic. If I had one criticism it would be the same one I have for the other books in this series – I need more. I want the other 27 creatures mentioned to get the legendary games mythic treatment. This is a fantastic book that evokes both the mythic and mythos feel perfectly. Personally I think it’s the best in the line yet, but as I stated in my opening I’m biased. I recommend this for anyone, not just the mythos fans out there.


Webstore Gninja Minion

Now available!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Woo, thanks Liz! Ia! Ia! Fthagn!

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Sold! Been waiting for this. Oh happy day, well for me anyway, not so much for my players.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

First read through and colour (out of space) me impressed. Some really good stuff in here. I do have a few quick questions.

1) What action is required by the hound to activate its bilocation?
2) A shoggoths chilling paralysis applies whenever someone attacks it yet not when it attacks them(save for the engulf and trample)? Is this intentional?

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

1) Free action.
2) Yes.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Thanks for the quick response. If I may ask; did you feel the chilling aura would be too powerful to apply to the shoggoths normal attacks? The save is certainly pretty scary and since it appears to get free AoO I imagine it could all too easily turn into a TPK machine.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

1 person marked this as a favorite.

You are perceptive indeed. I mean, it's SUPPOSED to be kind of a TPK machine at CR 24, but I suppose in principle it's also supposed to represent the squishy, chilling ick INSIDE the creature when you stab it or bash it or when it swallows you. A blunt impact from its appendages isn't quite as chilling and grossifying as the gooey insidey parts.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

True. Although for grossifying I think the Gug wins out. I really would love to see a follow up to this one. The mythic abilities in here are really good and that list of mythos creatures at the start conatins some of my favourites.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Stay tuned, you should be very happy not too far down the road...

Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Cat-thulhu wrote:
True. Although for grossifying I think the Gug wins out.

I dutifully acknowledge this as a compliment. :-)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Bwahaha!
Jason & Co.; you guys are awesome.

Published just in time for my first episode of Wake of the Watcher this weekend. I've already tossed aside the two Hounds of Tindalos and put in a Mythic Hound of Tindalos instead (the PCs all have one mythic tier at the moment).

Can't wait to throw that Bilocation at them. :)

Kudos to Legendary Games once more.

Now...if you can just get a subscription system similar to Paizo up and running, I'll be signing up! :)


1 person marked this as a favorite.
Daronil wrote:

Bwahaha!

Jason & Co.; you guys are awesome.

Published just in time for my first episode of Wake of the Watcher this weekend. I've already tossed aside the two Hounds of Tindalos and put in a Mythic Hound of Tindalos instead (the PCs all have one mythic tier at the moment).

Can't wait to throw that Bilocation at them. :)

Kudos to Legendary Games once more.

Now...if you can just get a subscription system similar to Paizo up and running, I'll be signing up! :)

Yeah, this was my reaction as well when I browsed through the PDF. I'll be starting up Wake of the Watcher soon and the hound of Tindalos provoked maniacal laughter.

As for the subscription thing, I'd be on board in a heartbeat.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Whelp, there goes the last of my gencon money.

Hey quick question Jason, when using the madness mechanics how do you integrate them with things like the Allips madness ability? Do you leave it as is, modify it to madness damage, or do some mix?

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Other question, on the Unguent of Khefnis is the misleading vision supposed to be on a failed check of 5 or more or the written 50?

Edit: Other question, are akata supposed to count as Mythos monsters alongside the moonflower?

Edit Edit: Where is the description for Mucus of Terrible visions? Right now it's listed in the Cerebric Fungus' defensive abilities as a mythic ability but it isn't listed in there or mythic adventures.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

doc the grey wrote:

Other question, on the Unguent of Khefnis is the misleading vision supposed to be on a failed check of 5 or more or the written 50?

Edit: Other question, are akata supposed to count as Mythos monsters alongside the moonflower?

Edit Edit: Where is the description for Mucus of Terrible visions? Right now it's listed in the Cerebric Fungus' defensive abilities as a mythic ability but it isn't listed in there or mythic adventures.

1. Yes.

2. Yes.

3. Mucus of terrible visions got renamed to "intrusive visions" because we wanted to avoid any kind of confusion about "well, if it's mucus do I have to touch it, does it require bare skin contact, blah blah blah."

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

doc the grey wrote:

Whelp, there goes the last of my gencon money.

Hey quick question Jason, when using the madness mechanics how do you integrate them with things like the Allips madness ability? Do you leave it as is, modify it to madness damage, or do some mix?

Generally speaking, abilities like the allip's madness just do what they say they do--cause confusion, ability damage, etc.

If you like, you could substitute Madness points for Wisdom damage and get a more interesting set of effects from "madness" abilities like that.

Shadow Lodge

Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Jason Nelson wrote:
doc the grey wrote:

Other question, on the Unguent of Khefnis is the misleading vision supposed to be on a failed check of 5 or more or the written 50?

Edit: Other question, are akata supposed to count as Mythos monsters alongside the moonflower?

Edit Edit: Where is the description for Mucus of Terrible visions? Right now it's listed in the Cerebric Fungus' defensive abilities as a mythic ability but it isn't listed in there or mythic adventures.

1. Yes.

2. Yes.

3. Mucus of terrible visions got renamed to "intrusive visions" because we wanted to avoid any kind of confusion about "well, if it's mucus do I have to touch it, does it require bare skin contact, blah blah blah."

Sweet! Will both of those be added here soon in an update?

Also does the faceless stalker have a blood drain ability like the vanilla version or does it only have the blood drain ability brought on by its blood leaching ability? Other quick one is that supposed to be leeching or the written leaching?

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

doc the grey wrote:
Jason Nelson wrote:
doc the grey wrote:

Other question, on the Unguent of Khefnis is the misleading vision supposed to be on a failed check of 5 or more or the written 50?

Edit: Other question, are akata supposed to count as Mythos monsters alongside the moonflower?

Edit Edit: Where is the description for Mucus of Terrible visions? Right now it's listed in the Cerebric Fungus' defensive abilities as a mythic ability but it isn't listed in there or mythic adventures.

1. Yes.

2. Yes.

3. Mucus of terrible visions got renamed to "intrusive visions" because we wanted to avoid any kind of confusion about "well, if it's mucus do I have to touch it, does it require bare skin contact, blah blah blah."

Sweet! Will both of those be added here soon in an update?

Also does the faceless stalker have a blood drain ability like the vanilla version or does it only have the blood drain ability brought on by its blood leaching ability? Other quick one is that supposed to be leeching or the written leaching?

It has the blood drain UMR as well as its blood drain.

And leaching is correct in this context.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

I am so pleased people like the Hounds!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

And if you just can't get enough of that mythic stuff... check out Mythic Monsters: Oozes Too, now available from the Legendary Games webstore and next week right here at Paizo.com as well as DrivethruRPG and shop.d20pfsrd!

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
doc the grey wrote:
Other question, on the Unguent of Khefnis is the misleading vision supposed to be on a failed check of 5 or more or the written 50?.

50, it's a d% roll against craft (alchemy), not. A D20 roll. I think it gives the roll a bit of a feel like the old call of Cthulhu by chaosium.


Pathfinder Adventure Path Subscriber

Just got done going over this and loved everything inside. A few mechanical questions about the byakhee:

-I'm interested in making a non-mythic version, so which of its powers were granted from being mythic? Based on the MA superscript in its stat block, Toxic Cesspit, Unspeakable Molt, and Carry Off are definitely three of them. Rend is also apparently mythic, though I'm not sure how. Was this an error, and if so what's the final power? Is it alien amalgam?
-Was the non-mythic greater byakhee CR 6 or 7?

Thanks a bunch if the Legendary team can help me out with this.

*Edit: I think the mythic byakhee's fourth mythic ability may be acid/cold resistance 20.

Grand Lodge

This is wonderful, thanks Legendary guys :)

My group gained their first mythic tier at the end of Trial of the Beast, and they are nearing the end of Broken Moon now. By the time they start Wake of the Watcher they should be mythic tier 3.

I was halfheartedly resigned to applying mythic simple templates to some of the upcoming Mythos monsters, but this is SO much better :)


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!

Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

1 person marked this as a favorite.

Thanks for the kind review, Endz! :-)

Contributor, RPG Superstar 2010 Top 4

Thank you!

Contributor, RPG Superstar 2010 Top 4

The hyperlinking issue is interesting and unfortunate. Many of those were my creatures and I did hyperlink them in one version. However we did a real thorough editing scrub on them to make sure the mechanics were sound and the abilities actually made sense when read objectively. I think at that point the hyperlinking got lost. I'll have to check with Jason, but I'm sure that's an issue we can fix.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Jim Groves wrote:
The hyperlinking issue is interesting and unfortunate. Many of those were my creatures and I did hyperlink them in one version. However we did a real thorough editing scrub on them to make sure the mechanics were sound and the abilities actually made sense when read objectively. I think at that point the hyperlinking got lost. I'll have to check with Jason, but I'm sure that's an issue we can fix.

Yep, should be fixable. I'll add it to the docket for layout tasks.

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