Mythic Additions for Carrion Crown


Carrion Crown


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So, I introduced Mythic during the final fight of Wake of the Watcher and it really made it over-the-top-awesome. Since then I've tried to use mythic monsters sparingly since I figured they're sort of the exception rather than the rule on Golarion, at least as far as what's written so far. I've noticed that certain powers are really awesome and have potential to be problematic. I'm already looking pretty closely at Mythic Haste and Fleet Warrior, but the amount of limitation I've placed on Mythic point recovery has made this somewhat manageable, though if my PCs hold back enough, they can have the few they need to ensure victory in a key fight. While I like this idea, I don't like my named bad guys getting pasted in a few rounds, so what follows are some of my Mythic additions to the game that I have used and will use. My PCs have one mythic tier and will probably cap at two (I've heard tier 3 is where it gets problematic) for reference. I've heavily been monitoring the Wrath of the Righteous threads for fore-warning on perils and pitfalls of having Mythic, especially in a Horror game. I highly recommend Legendary Games Mythic Monsters: Undead, there's a number of insert-able ones from that in that have significant threat presence What's below is meant to be survivable if nothing else. Besides the two beneath I plan to add more as our group progresses such as Radvir, the Witches, Konas, and what comes forth in Shadows at Gallowspire.

Mythic Vampire Spawn:
Mythic Vampire Spawn CR 5/MR 2
Advanced Mythic vampire spawn
LE Medium Undead
Init +3 Senses bloodsight 60 ft, darkvision 60 ft.; Perception+10
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AC 23, touch 15, flat 18 (+3 dex, +2 dodge, +8 natural)
hp 50 (4d8+36); fast healing 2
Fort +5, Ref +4, Will
Defensive Abilitieschannel resistance +2; DR 5/ epic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses blood intoxicated, vampire weaknesses
___________________________________________________________________________ ___________
Speed 60 ft.
Melee Slam +8 (1d4+6 plus energy drain)
Special Attacks blood drain,
dominate (DC 16), energy drain (1 levels DC 16), mythic power ( 2/day, surge +1d6)

______________________________________________________________________
Str 18, Dex 16, Con --, Int 15, Wis 17, Cha 19
Base Attack +3; CMB +6; CMD 19

Feats Dodge (m), Weapon Focus (Slam)

Skills Acrobatics +7, Disguise +11, Intimidate +11, Perception +10, Sense Motive +10, Stealth +18

Languages Common, Necril, Varisian
SQcelerity, gaseous form,shadowless, spider climb
Bloodsight A mythic vampire spawn can literally see the blood flowing in other creatures, and has blindsight to a range of 60 feet against any creature with blood in its body (including other fresh-fed vampires).
Celeiry A mythic vampire spawn is infused with incredible speed provided it maintains the source of its power. As long as a mythic vampire spawn has a mythic point remaining, it may use Mythic Dodge once per turn as an immediate action without spending a Mythic point, gaining a +10 dodge bonus against one attack. Additionally, it gains a +30 bonus to its land speed.
Intoxicated These mythic vampire spawn have only temporary power due to the addicting drug known as Bloodbrew Elixer. While under the effects of this drug, these advanced vampire spawn gain all the powers resulting from gaining two Mythic Tiers, though this power is fleeting. After 1 hour of use, the effects of the Bloodbrew elixer wears off, reverting them to Advanced vampire spawn with the sickened condition. A Remove Disease spell or effect made against caster level 12 immediately ends the effects of the elixer, reverting the spawn as noted in addition to staggering the spawn for 1d4 rounds.


Mythic Wight Lord:

Mythc Wight Lord CR 11/MR 4
LE Medium Undead (mythic)
Init +9; Senses darkvision 60 ft.; Perception+16
___________________________________________________________________________ ___________
AC 29, touch 20, flat 28 (+10 armor, +1 dex, +8 natural)
hp 237 (11d8+197)
Fort +19, Ref +18, Will +19 ;
Defensive Abilitieschannel resistance +4; DR 10/ epic and good or epic and cold iron; Immune undead traits; SR 22
Weaknesses resurrection vulnerability
___________________________________________________________________________ ___________
Speed 30 ft. (40 ft. without armor)
Melee +1 Greatsword +22/+17 (2d6+16 19/20 plus energy drain)
(Power Attack)+1 Greatsword +19/+14 (2d6+25 19/20 plus energy drain)
or slam +18 (1d6+13 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 21), mythic power (4/day, surge +1d8)
Spell-Like Abilities (CL 11; concentration +17)
Constant- desecrate
At will- deathwatch, dispel magic, see invisibility
3/day - air walk, enervation, haste
1/day - harm, shadow walk
______________________________________________________________________
Str 28, Dex 13, Con --, Int 13, Wis 15, Cha 22
Base Attack +8; CMB +18; CMD 28

Feats Combat Reflexes, Improved Initiative (m), Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (greatsword) (m)

Skills Climb +17, Intimidate +20, Perception +16, Sense Motive +16, Stealth +9,

Languages Common, Varisian
SQ Defensive Juggernaut, Martial Supremacy
Treasure NPC Gear (+1 fullplate, +1 greatsword, other treasure)
Create Spawn (Su] Any humanoid creature that is slain by a mythic wight lord becomes a wight itself in only 1d4 rounds. Although spawn so created are less powerful than mythic wight lords, they are more powerful than wights, and are treated as wights with the advanced simple template. Creatures with 5 or more HD slain by a mythic wight lord rise as a mythic wight instead (Mythic Monsters: Undead). Spawn are under command of the wight lord that created them and remain enslaved until its death, at which point they become free-willed spawn.
Defensive Juggernaut (Ex) A mythic wight lord has been saturated with fell necromantic energies beyond the kin of mere mortals. This energy infuse its armor, providing great defensive fortitude against the most destructive attacks. A mythic wight lord gains medium fortification (50% chance to avoid critical hits) and Spell Resistance equal to its CR+11 (22 for a typical mythic wight lord)
Energy Drain (Su) A mythic wight lord inflicts a negative level each time it hits a foe with a slam attack. Like cairn wights, a mythic wight lord can channel this negative energy through any weapon it wields, inflicting a negative level with each successful hit with the weapon.
Martial Supremacy (Su) A mythic wigh lord gains a profane bonus on all saving throws equal to its strength modifier. Additionally, a mythic wight lord gains bonus hit points equal to its strength times its hit die. (+99 hit points for a typical mythic wight lord).

Resurrection Vulnerability While a mythic wight lord is vulnerable to resurrection magic, it isn't quite as vulnerable as a typical wight. A raise dead or similar spell cast on a wight lord staggers it for 1dg+1 rounds if it fails a Will save, but does not destroy it. Using the spell in this way does not require a material component.


I wanted to create a martial threat on par with the old Swords of Kyuss and Kyuss Knights from Age of Worms since I have a veteran from that campaign. Hopefully this kind of delivers to that level of immediate threat without being too powerful (like Gallowdead would be at this point for my PCs) I used this as an agent of the Whispering Way, touched by the Mythic power that is responsible for the Bloodbrew Elixer.


Here's my conversion for the witch Aisa Dublesse, given four levels of Archmage with her spell selection slightly altered. Additionally, I changed her staff into a number of smaller items that give her more options with her abilities.

Aisa Dublesse:
Aisa Dublese CR 16
Female human vampire witch 12 archmage 4
CE Medium Undead (augmented humanoidl)
Init +12; Senses darkvison 60 ft., see invisibility; Perception +18
-DEFENSE-
AC 33, touch 21, flat 26 (+4 armor, +4 deflection, +6 dex, + 1 dodge +8 natural)
hp 190 (12d6 +148) Fast Healing 5
Fort +15 Ref +14 Will +16
Defensive Abilities , channel resistance +4; DR 10/mythic and silver; Immune undead traits Resist cold 10, electriciity 10; Weakness vampire weaknesses
-OFFENSE-
Speed 30 ft., fly 60 ft. (good)
Melee slam +11 (1d4+7 and energy drain)
Special Attacks: blood drain, children of the night, create spawn, dominate (DC 23), hexes (DC 24,agony [12 rounds], cackle, cauldron, coven, evil eye [-4, 9 rounds], flight [feather fall at will, levitate 1/day, fly 12 minutes/day], retribution [6 rounds], slumber [12 rounds]
Witch Spells Prepared (CL 12th, Concentration +24, spellguard bracers)
6th-- flesh to stone (DC 24), mass fester (DC 25), slay living (DC 25)
5th- cloudkill (DC 23), mythic inflict serious wounds(DC 24), suffocation (DC 24), waves of fatigue
4th- debilitating portent (DC 24), dimension door, mythic enervation , fear (DC 23), mythic severance (DC 23)
3rd- bestow curse (DC 22), mythic dispel magic, lightning bolt DC 21, ray of exhaunstion (DC 22), stinking cloud (DC 21), mythic vampiric touch
2nd- command undead (2, DC 21), glitterdust (DC 20), inflict moderate wounds (DC 21), spectral hand, touch of idiocy
1st- command (DC 19), chill touch (DC 20), inflict light wounds (DC 20), mage armor, ray of enfeeblement (DC 20), unseen servant
0 (at will) bleed (DC 18), message, read magic, touch of fatigue (DC 18)
-STATISTICS-
Str 20, Dex 22, Con -, Int 27, Wis 14, Cha 24
Base Atk +6; CMB +11; CMD 36
Feats Alertness, Brew Potion, Combat Casting, Combat Reflexes, Craft Wand, Craft Wondrous Item, Defesnive Combat Training, Dodge, Extra Hex, Improved Initiative, Iron Will, Lightning Reflexes, Mythic Spell Lore, Spell Focus: Necromancy (Mythic), Toughness,
Skills Bluff +25, Craft (Alchemy) +27, Diplomacy +20, Disguise +10 (+20 with witching gown), Fly +16, Intimidate +23, Knowledge (arcana) +23, Knowledge (religion) +20, Perception +18, Sense Motive +15, Spellcraft +23, Stealth +20, Swim +9, Use Magic Device +22
Languages Auran, Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Varisian
SQ change shape (dire bat or wolf, beast shape II), exceptional resources, gaseous form, mythic power (11/day, surge +1d8), permanant spells, shadowless, spider climb, wild arcana, witch's familiar (cat named Nightfang)
Combat Gear bloodbrew elixir (4 doses), elemental gems (air, earth, fire) potion of bull's strength, potion of cat's grace, potion of eagle's splendor (2), rod of grasping hexes, scroll of planar ally, wand of enervation (16 charges), wamd of ray of exhaustion (22 charges) Other Gear amulet of natural armor +2, gloves of storing, headband of vast intelligence +4 (Knowledge [history] and [relgion]), lesser extend metamagic rod, ring of protection +4, spellguard bracers, witching gown (contains vampiric touch) spell component pouch, 715 gp

MYTHIC SPECIAL ABILITIES
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate ahex, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action)

Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell of dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the targe spell

Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar tomirror image). Using this ability requires a line of effect to the square into which you teleport.

Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.

Wild Arcana (Su) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.


These are the stats I used for the Blood Knight, Konas Esprillon. While the Champion path is more in flavor with his abilities, I gave him 5 tiers of Guardian for its defensive abilities. At this level, the more I can mitigate rocket tag, the better.

Konas Esprillon:

Konas Esprillon CR 15
Male human blood knight fighter 12 guardian 5
LE Medium Undead (augmented humanoid)
Init +9; Senses darkvison 60 ft. Perception +10
-DEFENSE-
AC 32, touch 17, flat 28 (+12 armor +3 deflection, +4 dex, + 3 shield)
hp 286 (12d10 +220)
Fort +24 Ref +18 Will +13; +3 vs. Fear, mythic saving throws
Defensive Abilities , bravery +3 DR 10/mythic and bludgeoning,; Immune undead traits
-OFFENSE-
Speed 30 ft.
Melee: +3 adamantium bastard sword +27/+22/+17 (1d10+14 17/20 plus bleed) or +3 adamantium bastard sword+23/+18/+13 (1d10 +14 17/20 plus bleed) and +1 bastard sword +21 (1d10+10) or slam +19 (1d4+10 plus blood drinking plus grab)
Special Attacks: bleed 1d8 and 1 con, blood drinking, fountain of blood (DC 22), weapon training (heavy blades +2, natural +1)
-STATISTICS-
Str 22, Dex 18, Con -, Int 8, Wis 12, Cha 23
Base Atk +12; CMB +18 (+22 grapple); CMD 33
Feats Bleeding Critical (Mythic), Combat Reflexes, Critical Focus, Disruptive, Exotic Weapon Proficiency (Bastard Sword), Greater Weapon Focus: Bastard Sword, Greater Weapon Specialization: Bastard Sword, Improved Critical: Bastard Sword, Lightning Reflexes, Toughness, Two Weapon Defense (Mythic), Two-Weapon Fighting, Weapon Focus: Bastard Sword (Mythic), Weapon Focus: Bastard Sword
Skills Escape Artist +12, Intimidate +21, Knowledge (engineering) +5, Perception +10,Racial Modifiers +10 Escape Artist
Languages Common
SQ amazing initiative (mythic), armor training 3, blood body, bonded armor, clean blade (mythic),martial supremacy, mythic power 13/day (surge +1d8), mythic saving throws, parry spell (mythic) retributive reach (mythic),sudden block (mythic)
Gear +3 full plate, +3 adamantium bastard sword, +1 bastard sword, brooch of shielding cloak of resistance +2, ring of protection +3
Blood Body (Ex) A blood knight can store items within its liquefied form. It can retrieve any item stored in its body as a move action or as a free action that is part of a move. An item to be stored must be of a size and shape that fits within whatever portion of the blood knight's armor it is placed.

Blood Drinking (Ex) Any living creature damaged by a blood knight's slam attack takes 1 point of Constitution damage in addition to the normal damage. If the blood knight grapples an opponent, it deals 1d4 points of Constitution damage each round that the grapple is maintained. The blood knight gains 5 temporary hit points for 1 hour each round it drains blood.

Blood Slick (Ex) A blood knight constantly drips slippery blood in a 10-foot-radius spread around itself. The blood slick functions as a grease spell with a save DC of 22. Blood knights are immune to any blood kngiht's blood slick.

Bonded Armor (Ex) A blood knight always wears the armor in which it died. It cannot remove this armor or exchange it for another suit. If the armor is destroyed, the blood knight is destroyed as well. The blood knight has a +5 bonus on saving throws made on behalf of its armor.

Fountain of Blood (Ex) As a full-round action, a blood knight can spray blood from its armor in a great cascade. Each creature within a 15-foot radius is covered in blood and must succeed on a DC 22 Fortitude save as though it had ingested the blood knight's poisonous blood. The blood fills the area until the blood knight's next turn. Creatures entering the spray while it persists are subject to its effects, but a creature can only be affected only once per round. The area covered by the blood spray becomes coated as though by a blood slick and remains slippery for 6 rounds, or until the blood is washed away by at least 5 gallons of water or other liquid, or burned away by normal or magical fire as a full-round actions. Creatures and objects within the area that do not have total cover are coated with the blood, which functions as a grease spell for the purpose of using and handling items (DC 22 Reflex save negates). Failure means the item is immediately dropped. A creature coated in blood gains a +10 bonus on Escape Artist checks. Once a blood knight has used its fountain of blood attack, it must wait 1d4 rounds before it can do so again. Blood Knights are immune to this ability.

Poisonous Blood (Ex) Fountain of Blood- contact or ingested; save]/i] Fort DC 22;[i]frequency 1/round for 6 rounds; initial effect 1 Con damage; secondary effect nauseated for 1 minute; cure 2 consecutive saves.

MYTHIC SPECIAL ABILITIES
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Clean Blade (Ex): Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness.

Martial Supremacy (Su) Konas Esprillon has fought countless battles gains a profane bonus on all saving throws equal to ihis strength modifier. Additionally, he gains bonus hit points equal to its strength modifier times his hit die. (+78 hp).

Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Parry Spell (Su): As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow, and the level of the spell's spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell's attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missle) can't be affected by this ability. You must declare using spell parry after the spellcaster's target is announced, but before the target's saving throw or attack roll is made.

Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.


Hagmouth (Mythic):

I knew that with Hagmouth, I would need to give him some extra power if he was to survive for more than three rounds against my group of PCs. This version can be significantly lethal and should only be used with mythic parties; he could prove TPK material especially with his breath weapon and inferno abilities.
Hagmouth CR 16/ MR 6
XP 76,800
Male mythic variant crag linnorn (Pathfinder RPG Bestiary 190)
CE Gargantuan Dragon
Init +7, dual initiative; Senses darkvision 120 ft., low light vision, scent, true seeing; Perception +22
Aura choking ash (10 ft., DC 25), stench (30 ft., DC 25)

DEFENSE
AC 34, touch 9, flat-footed 31 (+3 dex, +25 natural, -4 size)
hp 277 (15d12+180); regeneration 10 (cold iron)
Fort +19 Ref +12 Will +13
Defensive Abilities beyond prophecy, freedom of movement; DR 15/ mythic and cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep SR 31
Weakness Mytbic Weakness (Remove Disease)

-OFFENSE-
Speed 30 ft., fly 50 ft. (clumsy), swim 30 ft.
Melee bite +25 (2d8+12/19-20 plus 4d6 fire plus poison), 2 claws +25 (1d8+12 plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 15d8 fire damage, Reflex DC 25 half, usable every 1d4 rounds), death curse, inferno, lava claws, melt stone mythic power 6/day (surge +1d8)

-STATISTICS-
Str 34 Dex 16 Con 27 Int 5 Wis 18 Cha 21
Base Attack +15 CMB +31; CMD 44 (can't be tripped)
Feats Cleave (Mythic), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Powere Attack, Weapon Focus (bite) [mythic], Weapon Focus (claw) [mythic]
Skills Fly +7, Perception +22, Swim +38
Languages Aklo, Draconic, Necril

-SPECIAL ABILITIES
Beyond Prophecy (Su) Hagmouth was once destined for a much greater destiny among dragon-kind only to have that cut short by the fate forced onto him by his wounds. He has since fallen outside the spectrum of omens and prophecy and as such, can neither receive insight bonuses nor do insight bonuses function against his attacks, armor class, saves, or special abilities.

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 25 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 25 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.

Choking Ash (Su) Any creature that starts its turn in Hagmouth's aura is nauseated for 1 round (Fortitude DC 25 negates). The ash provides Hagmouth with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays Hagmouth, the slayer is affected by the curse of fire.Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.

Dual Initiative (Ex) Hagmouth gets two turns each round, one on its initiative count and another on its initiative count – 20.

Inferno (Ex) Hagmouth can expend one use of mythic power as an immediate action to have fire damage he deals ignore fire resistance and fire immunity for 1 round.

Lava Weapons (Su) All melee attacks made by Hagmouth deal an additional 4d6 points of fire damage.

Melt Stone (Su) Hagmouth can use his breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Mythic Weakness (Su) Hagmouth's ascension is partially fueled by his horrific wound suffered at the claws of Scrivanier V. While his wounded tail perpetually drips bloody pus and constantly provides the Linnorn with a dull pain, it also is the source of his mythic power. If Hagmouth fails a saving throw against a remove disease spell or effect (that passes his spell resistance), his mythic power is temporarily repressed, rendered unusable by the Linnorn for a number of rounds equal to the level of the spell used to “cure” him.

Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.


The Urgathoan Fly (mythic) :

To up its power and make it unique, I gave the Iron Golem the mythic Divine template, giving it ranged attacks and a bit more hit points to deal with my PCs.
The Urgathoan Fly CR 14/ MR 2
XP 38,400
Divine Iron Golem (Pathfinder RPG Bestiary 162, Pathfinder Mythic Adventures 224)
N Large Construct (mythic)
Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0
Aura of Grace 10 ft.
DEFENSE____________________________________________________________________ ______
AC 30, touch 10, flat 30 ( +2 deflection, -1 Dex, +20 natural, -1 size)
hp189 (18d10+90)
Fort +8, Ref +7, Will +8
DR 15/ adamantine; Immune construct traits, magic
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +28 (2d10+16 19/20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic spellcasting, powerful blows, simple divine magic
Cleric Spells Prepared (CL 18th, Concentration +18)
7th - blasphemy (DC 17), mass inflict serious wounds (DC 17)
4th - divine power, unholy blight (DC 14) (2)
2nd - silence (DC 12)
STATISTICS_________________________________________________________________ _______
Str 32, Dex 9, Con - Int - Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Aura of Grace (Su) This creature and all allies in 10 ft. gain a +2 profane bonus to saving throws.
Breath Weapom (Su) Free action 1/ 1d4+1 rds; 10 ft. cube,poison; Fortitude DC 19, 1/rd for 4 rds, 1d4 Con dmg, Cure 2 Consecutive Saves
Mythic Magic (Su) 3/day may cast mythic version of any spell prepared.
Tactics The Fly has been programmed to respond to intruders with its spells in the following order: Mythic Unholy Blight, Blasphemy, Mass Inflict Serious Wounds, its second Mythic Unholy Blight, then finishing with divine power and mythic silence, selecting anyone wielding a holy symbol of Urgathoa to be immune. If it is attacked in melee, it ceases these and attacks whoever struck it, resuming its spells if physical engagement isn't possible or its foe is dead. If the DM is feeling like a jerk, use the Mythic version of Blasphemy.


The Grey Friar:

In running a mythic game, I decided that this enemy was the most deserving of the Renchurch part in being made mythic.
The Grey Friar CR 16/ MR 5
XP 76,800
Male advanced shrine-blessed huecuva cleric of Urgathoa 11/hierophant 5
NE Medium Undead (mythic)
Init +9(M); Sensesdarkvision 60 ft.; Perception +22
Aura faithless (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 33, touch 19, flat 31 (+8 armor, +5 deflection, +3 Dex, +7 natural)
hp236 (11d8+177)*
Fort +22, Ref +15, Will +25; mythic saves
DR 5/epic and silver; Immune undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 claws +21 (1d6+9 plus 2d6 vs. good creatures plus disease)
Special Attacks channel negative energy 10/day (DC 30*, 8d6), inspired spell,mythic power (13/day, surge +1d8)
Domain Spell-Like Abilities (CL 11, concentration +19) bleeding touch (9/day, touch causes 1d6 points of bleed), touch of evil (9/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 11, concentration +19)
6th- create undead(D), harm (M, DC 24), source severance
5th - caustic blood (DC 23), righteous might, slay living (D) (DC 23), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 22)
3rd - animate dead (D), blindness/deafness (DC 21)dispel magic (M), inflict serious wounds (DC 21), invisibility purge,magic vestment*, prayer (M)
2nd - bull's strength*,death knell (D)(DC 16), eagle's splendor*, grace, resist energy, sound burst (DC 20) (2),spiritual weapon {+18/+13 (1d8+3)}
1st -cause fear (D) (DC 19),command (M)(DC 19) deathwatch, inflict light wounds (DC 19), murderous command (DC 15), obscuring mist, shield of faith (M)*
0 (at will) bleed (DC 18), detect magic, read magic, resistance
STATISTICS_________________________________________________________________ _______
Str 22*, Dex18, Con - Int 12. Wis 26, Cha 24*
Base Atk +10; CMB +16*, CMD 33*
Feats Channel Smite (M), Combat Casting, Extra Channel, Improved Channel, Toughness (M), Weapon Focus (claw) (M)
Skills Knowledge (religion) +18, Perception +22,, Sense Motive +22, Spellcraft +15, Stealth +5
Languages Common, Necril
SQ amazing initiative, death's embrace,recuperation,
Combat Gear lesser rod of extend spell, potion of inflict serious wounds, scroll of antilife shell, scroll of destruction; Other Gear masterwork breastplate, masterwork dagger,+1 unholy amulet of might fists, phylactery of negative channeling. 30 onyx gems worth 50 gp each, silver unholy symbol of Urgathoa, 95 gp
*Includes adjustments for ]bull's strength, eagle's splendor, magic vestment, and shield of faith(mythic)
SPECIAL ABILITIES__________________________________________________________________
Alter Channel (Su, mythic) Immediate action and 1 mythic point; If in area of channeled positive energy, may convert energy into negative, either harming living or healing undead. This deals or heals half the normal amount.
Amazing Initiative (Ex,mythic) Spend 1 mythic point to take extra standard action, which can't be used to cast a spell
Channel Smite (Su, mythic) Swift action, expend 1 use of channel, +8 attack and +8d6 negative energy (Will DC 30* halves). If miss, may expend 1 mythic point to release channel as a normal burst.
Disease (Su) Claw - injury; save DC 24; onset immediate; frequency 1 hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
Faithless (su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based on that ability. The bonus stacks with channel resistance.
Flexible Counterspell (Su, mythic) Immediate action and spend 1 mythic point, must identify spell as its being cast (DC 15 + spell level) and expend spell slot equal to or greater than spell being cast.
Inspired Spell (Su, mythic) Spend 1 mythic point, cast any one divine spell on cleric list at +2 CL, does not expend spell slot.
Instrument of Faith (Su, mythic) Gains DR 15/- vs. scythes. As a standard action expend 1 mythic point to attempt sunder or disarm against each opponent wielding a scythe (+22)
Instrument of Incubation (Su, mythic) The Grey Friar is blessed by Urgathoa to spread her diseased touch to all living creatures. The DC for his disease is equal to half his HD plus his charisma modifier. Creatures infected immediately suffer the disease's effects and have its frequency increased to once an hour. The DC to remove his disease with spells and effects is increased by his mythic tiers (DC 29)
Mythic Spellcasting (Ex, mythic) May cast mythic versions of command, dispel magic, harm, prayer, and shield of faith

Before Combat Casts magic vestment, then when combat seems likely continues with cat's grace, eagle's splendor, invisibility purge, resist energy (fire), mythic shield of faith, and spell immunity (searing light, cure critical wounds).


Doting for later. This is good stuff.


Thanks! I am also going to put up a thread of stat-blocks for Shadows at Gallowspire that has additional enemies (though not mythic) to help challenge parties consisting of either five+ players or those with Mythic tiers. I just wanted these guys in their own thread so anyone running Mythic anything can scoop them up.


Just adding: Thank you for the work!

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