Mythic Monsters 19: Constructs (PFRPG)

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Mythic Monsters: Constructs brings you a dozen and one manufactured monsters, from classical foes like the clerical clay golem to the statuesque stone golem and the invincible iron golem, as well as natural constructs like frigid ice golem and the lumbering wood golem. Constructs go far beyond golems, however, and this book brings you a pair of pitiless and tireless hunters in the tiny iron cobra and the titanic retriever, each relentless and deadly in its own way, though these mechanical marvels are dwarfed by the colossal clockwork goliath. The beautiful caryatid column is perfect in its form and in its fighting, while the scarecrow is barely held together yet possessed of a malign and fearsome will that brings a transfixing terror to those who must face it. A construct need not be entirely lifeless, as a homunculus is brought into being from a spellcaster's own blood and spirit. Some constructs, however, take on more of a life of their own, being worshiped at times as idols or becoming fonts of sacrifice, like the towering and terrible wickerman. To this collection of constructs CR 2 to 23, we present the weirdling wheeled phantasmagoria wagon, a living construct borne of the fey realms and carrying a universe of psychedelic horror and reality-warping strangeness wherever it roams. As if this were not enough, we also bring you mythic spells and rules for making and mastering mythic constructs of your very own!

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.

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An Endzeitgeist.com review

4/5

This installment of the Mythic Monster-series clocks in at 32 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages introduction/how-to-use, 3 pages advertisement, 1 page inside back cover, 1 page back cover, leaving us with 20 pages of content, so let's take a look, shall we?

As with all mythic monster-installments, we kick off this pdf with new supplemental material, this time in the guise of a short summary of building mythic constructs, rules for the concise generation of mythic shield guardians (nice) and a bunch of mythic spells with a focus on constructs. A total of 6 such spells are provided and while the 6 ones provided are neat, in an odd formatting glitch, all but one adhere to a false formatting, which renders 5 of them looking like they were a subsection of the first spell. While not rendering the content less useful, this minor glitch makes handling the content slightly less comfortable than potentially possible.

But we're here for the monsters, so what do we get? Well, first of all, it should be noted that thankfully, the constructs come with construction-information. The first construct provided would be the CR 4/MR 1 Caryatid column, which may utilize mythic power to either annihilate magic/attacks via attacks or spend mythic power to treat attacks as 20s...ouch! At CR 2/MR 1, iron cobras can spend mythic power to generate poison and become a nigh perfect tracker. In a rather cool array of options, adamantine, darkwood, mithral and similar materials can be applied as what amounts to CR-modifying minor templates to the construct, also reflecting this in the construction-information.

At the same low CR/MR, mythic homunculi can store spells and utilize them to supplement their offensive and defensive capabilities - which is nice, but the entry lacks the bolding for all special abilities.

Of course, no book on constructs would be complete without classic golems: CR 7/MR 3 Wood Golems receive bonus feats, SR versus fire (plus mythic power defense against it) and the option to spend mythic power to use splintering more often. Generally, a cool take on the concept! At one CR and MR less, Ice Golems also sports mythic power tricks to emit clouds of blinding ice and becomes fireproof. Also a nice one, though I think the wooden golem is slightly more interesting.

The CR 13/MR 5 Clay Golem requires mythic magic to be stopped/slowed and becomes an awakened, deadly adversary - which also constitutes the mayor benefits of this creature - it's smart and deadly and the capacity to trap weapons in its body is a nice enhancement. That being said - no construction-information for these guys.

The CR 13/MR 5 stone golem utilizes two feats introduced in Mythic Minis/Mythic Monsters: Giants, provided in here for your convenience. They also are awakened and also come with upgraded mythic spells as a requirement to affect them. Weapons may shatter upon contact with these golems and a micro set of statblocks provides a variant with the giant template applied for CR 14/MR 5, but no construction-information. The same holds true for the CR 16/MR 6 Iron Golem - i.e. the iron golems also receive a giant variant and also have no construction information. The Iron Golem's general tricks are nasty, though - ignoring hardness, using mythic power to double its DR temporarily, better powers/spells required to affect it and AOE attacks - nasty and deadly and rather iconic. Two thumbs up for these fellows.

At CR 13/MR 5, retrievers take a different approach- they may combine eye rays (including favorites like petrification, energy damage, etc.) with melee attacks and trace fleeing teleports - cool ideas for this iconic construct. Now if you're like me, you'll still shudder when thinking about the original wickerman movie and grin when thinking about the goofy Nicholas Cage-remake. At CR 16/MR 6, the mythic wickerman is nothing to chuckle at - extremely lethal, these things are healed by fire and are never consumed by the blazing flames. Their cooldown base conflagrations are nasty and yes, the can use mythic power to negate copious amounts of Fire Resistance. Worse, creatures burned to death in its cage can be turned into fire elementals...glorious!

Speaking of which - the CR 23/MR 9 Clockwork Goliaths receive Big Daddy-style admantium drills, canons (yeah, siege-weapon-level!) and a cool orichalcum alloy that enhances their defensive capacities alongside their electrical dampeners. Have I mentioned the buzzsaw blade arm or the pneumatic hammer? This one is a glorious example of awesome monster design - two thumbs up!

The new creature of this installment is a unique being indeed - Phantasmagoria wagons (CR 10/MR 4) are sentient carriages steered by a grim, shadowy coachmen. They feed on fear and can highjack creatures to pull it. In a rather cool twist, bardic performances duplicating, haunting choirs are provided and the strange construct does sport a pocket dimension into which it can draw target creatures - better yet, beyond boss-level enemy, your PCs may actually want to seek this creature out, for the boundaries of worlds and planes are ephemeral to these beings - great for a change of pace/transition to another world has rarely been so cool. This glorious boss, probably inspired by the damn cool boss in Devil May Cry 3, is downright inspired and one superb example of what the inspired minds at Legendary Games can achieve.

Conclusion:

Editing and formatting are good, though not on par with the series' usual standard - I noticed a couple unnecessary formatting glitches. Layout adheres to legendary Games' 2-column full-color standard and the pdf's 2 original artworks are gorgeous. The pdf is fully bookmarked for your convenience.

Jason Nelson, Alistair Rigg and Jonathan H. Keith provide a nice installment of the mythic monster-series here, one that does have its stars and glorious takes - the clockwork goliath, the new creature, the enhanced iron cobras and wickermen...all of these simply are superb examples of monster design. That being said, this pdf also sports a few creatures, namely the golems, who felt less inspired to me - while each does have at least one unique trick, some way of further adding to the creature's lore in thematically fitting abilities would have been nice. Quite a few of the constructs herein simply did feel less inspired than what I'm used to by Legendary Games. Make no mistake, this is well worth its price and aforementioned constructs are worth the price alone. With the slightly increased accumulation of glitches, though, I'll have to settle on a final verdict of "only" good, for a verdict of 4 stars.

Endzeitgeist out.


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

Some of the best monsters aren't born.. THEY'RE MADE!


All of the mythic spells seem to be missing all of their stats.

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

They are all existing spells from Pathfinder Roleplaying Game Ultimate Magic, so the base versions are listed there and in the online PRD. These simply supply the mythic variations and augmentations of those pre-existing spells.


Okay thanks for the clarification.

Shadow Lodge

Adventure Path Charter Subscriber

No alternate cover of this one?

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

Nope. We're tracking how the existing alternate covers are doing and we'll see whether we continue doing them.


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

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