Mythic Adventures | Monsters

Monsters

Aboleth, Mythic

Cr: 9. Xp: 6,400. Alignment: LE. Size: Huge. Creature Type: Aberration. Creature Subtype: aquatic, mythic.
Init: +8M. Senses: darkvision 60 ft.; Perception +15. Aura: mucus cloud (5 feet). Ac: 23, touch 9, flat-footed 22 (+1 Dex, +14 natural, -2 size).
Hp: 118 (9d8+78).
Fortitude: +9. Reflex: +6. Will: +11. Dr: 5/epic.
Speed: 10 ft., swim 60 ft.. Melee: 4 tentacles +11 (1d8+5 plus slime). Space: 15 ft.. Reach: 15 ft.. Special Attacks: mucus mist, mythic power (3/day, surge +1d6). Strength: 20. Dexterity: 12. Constitution: 22. Intelligence: 15. Wisdom: 17. Charisma: 19.
Base Attack: +6. Cmb: +13. Cmd: 24.
Feats: Combat Casting, Improved InitiativeM, Iron WillM, Lightning Reflexes, Weapon Focus (tentacle).
Skills: Bluff +13, Intimidate +16, Knowledge (any one) +14, Perception +15, Spellcraft +14, Swim +25.
Languages: Aboleth, Aklo, Aquan, Undercommon. Special Qualities: slime armor.
Environment: any aquatic. Organization: solitary, pair, brood (3-6), or shoal (7-19). Treasure: double.
spell-like abilities: (CL 16th; concentration +20)

At will-hypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20)

3/day-dominate monster (DC 23)


Description: A foul mist surrounds this huge, three-eyed, tentacled fish creature, and plates of hardened slime guard its body.

Special Abilities

Mucus Cloud

While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed at a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.

Mucus Mist

When exposed to the air, a mythic aboleth can release its mucus as a fine mist. This obscures vision like obscuring mist and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the aboleth.

Slime

A creature hit by an aboleth's tentacle must succeed at a DC 20 Fortitude save or its skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as the transformation persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.

Slime Armor

A mythic aboleth can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus, reduces its swim speed to 30 feet, and increases its land speed to 30 feet. The aboleth can dissolve the armor as a full-round action.

A mythic aboleth has exceptional magic, usually gained by staying alive long enough to see some of its dark experiments through to fruition. Brooding and brilliant, it seeks to conquer the dry lands.

Barghest, Greater, Mythic

Cr: 8. Xp: 4,800. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: evil, extraplanar, lawful, mythic, shapechanger.
Init: +8. Senses: darkvision 60 ft., scent; Perception +16. Ac: 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size).
Hp: 105 (9d10+56).
Fortitude: +9. Reflex: +10. Will: +10. Dr: 10/epic and magic.
Speed: 40 ft.. Melee: ghost touch bite +15 (1d8+7/18-20/×3 plus burn and vorpal bite), 2 claws +15 (1d6+7). Space: 10 ft.. Reach: 10 ft.. Special Attacks: burn (1d6, DC 18), goblin king, improved bite, mythic power (2/day, surge +1d6), vorpal bite. Strength: 25. Dexterity: 15. Constitution: 19. Intelligence: 18. Wisdom: 18. Charisma: 18.
Base Attack: +9. Cmb: +17. Cmd: 29 (33 vs. trip).
Feats: Combat Casting, Combat Reflexes, Great FortitudeM, Improved Initiative, Lightning Reflexes.
Skills: Acrobatics +14 (+18 when jumping), Bluff +16, Climb +16, Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +10, Survival +16, Swim +16.
Languages: Common, Goblin, Infernal. Special Qualities: change shape (goblin or wolf, polymorph).
Environment: any. Organization: solitary or cult (1 plus goblin tribe). Treasure: standard.
spell-like abilities: (CL 9th; concentration +13)

At will-blink, invisibility sphere, levitate, misdirection

1/day-charm monster (DC 18), crushing despair (DC 18), dimension door, mass bull's strength, mass enlarge


Description: An eerie green fire emerges from the obscenely large mouth of this strange humanoid combination of bat and wolf.

Special Abilities

Goblin King

A mythic barghest has the inspire courage +2 and inspire competence +2 abilities of a 6th-level bard. Goblins, goblin dogs, worgs, hell hounds, and barghests gain double the normal bonuses from this ability.

Improved Bite

A mythic barghest's bite has a critical threat range of 18–20 and critical multiplier of ×3.

Vorpal Bite

If a mythic greater barghest confirms a critical hit against a non-mythic opponent, it can expend one use of mythic power as a free action to bite off the opponent's head, instantly killing it (Fort DC 15 negates). The save DC is Constitution-based.

A mythic greater barghest is a near-divine offspring of one of the barghest gods. Infused with the power of foul planes, it leads great tribes of goblins, scaring their minions into something approaching discipline. Its presence is enough for hobgoblins and bugbears to treat goblins almost as equals, having seen the barghest's wrath at disobedience and infighting.

Mythic Barghest

Only exceptional barghests that feed on mythic humanoids can become mythic greater barghests. To create a mythic barghest, add the agile mythic simple template to a non-mythic barghest.

If the mythic barghest uses its feed ability on a mythic humanoid's corpse, it gains a mythic growth point instead of a growth point. If a mythic barghest reaches 4 growth points, it transforms into a greater barghest with the agile mythic simple template and loses its mythic growth points. If a mythic barghest gains 4 mythic growth points, it transforms into a mythic greater barghest and loses the agile mythic simple template.

Cockatrice, Mythic

Cr: 4. Xp: 1,200. Alignment: N. Size: Small. Creature Type: Magical Beast. Creature Subtype: mythic.
Init: +3. Senses: darkvision 60 ft., low-light vision; Perception +11. Aura: petrification (30 feet). Ac: 17, touch 16, flat-footed 12 (+3 Dex, +2 dodge, +1 natural, +1 size).
Hp: 43 (6d10+10).
Fortitude: +5. Reflex: +8. Will: +3. Defensive Abilities: stone plumage. Dr: 5/epic.
Speed: 20 ft., fly 60 ft. (poor). Melee: bite +10 (1d4-2 plus petrification). Special Attacks: mythic power (1/day, surge +1d6). Strength: 6. Dexterity: 17. Constitution: 11. Intelligence: 2. Wisdom: 13. Charisma: 8.
Base Attack: +6. Cmb: +3. Cmd: 17.
Feats: DodgeM, Skill Focus (Perception), Weapon Finesse.
Skills: Fly +6, Perception +11.
Environment: temperate plains. Organization: solitary, pair, flight (3-5), or flock (6-12). Treasure: none.

Description: This beast is an unsettling combination of chicken and lizard, and its claws, beak, and wattles seem made of stone.

Special Abilities

Petrification

A mythic cockatrice's bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a mythic cockatrice's bite attack, it must succeed at a DC 13 Fortitude save or take 1d6 points of Dexterity damage as its flesh and bones stiffen and harden. If a creature's Dexterity score is reduced to 0 by a cockatrice's bite, that creature immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save; if it succeeds, the victim recovers from the petrification with a Dexterity score of 1 (and thereafter can be restored to full Dexterity by natural healing or magic as normal). If a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has any Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally. The save DC is Constitution-based.

Petrification Aura

A creature within 30 feet of a mythic cockatrice on its turn must successfully save or be subjected by petrification as if it had been bitten.

Stone Plumage

Any weapon that strikes a mythic cockatrice takes 1d6 points of damage that bypasses the weapon's hardness. Any creature attacking the cockatrice with natural weapons or unarmed strikes takes 1d6 points of damage.

A mythic cockatrice is infused with stone, perhaps because of some aspect of its aging process, or its body has absorbed minerals from countless stony foes, or its incessant grooming has slowly petrified its own flesh. Even more aggressive and territorial than non-mythic kin, a mythic cockatrice recklessly attacks anything that intrudes on its territory.

Cyclops, Great, Mythic

Cr: 15. Xp: 51,200. Alignment: CE. Size: Huge. Creature Type: Humanoid. Creature Subtype: giant, mythic.
Init: +1. Senses: low-light vision, see in darkness; Perception +22. Aura: frightful presence (30 ft., DC 19). Ac: 32, touch 9, flat-footed 31 (+4 armor, +1 Dex, +19 natural, -2 size).
Hp: 243 (17d8+167).
Fortitude: +12. Reflex: +6. Will: +14. Dr: 10/epic. Immune: electricity, fire.
Speed: 35 ft. (50 ft. base). Melee: mwk greatclub +25/+20/+15 (3d8+21), gore +24 (1d8+14). Ranged: rock +12 (2d6+21). Space: 15 ft.. Reach: 15 ft.. Special Attacks: contemptuous toss, earthquake, mythic power (6/day, surge +1d8), powerful charge (gore, 4d6+21), rock throwing (120 ft.). Strength: 38. Dexterity: 13. Constitution: 25. Intelligence: 7. Wisdom: 14. Charisma: 12.
Base Attack: +12. Cmb: +28 (+30 bull rush or overrun). Cmd: 39 (41 vs. bull rush or overrun).
Feats: Awesome Blow, CleaveM, Critical FocusM, Diehard, Endurance, Improved Bull Rush, Improved Overrun, Iron WillM, Power Attack.
Skills: Perception +22.
Languages: Common, Cyclops, Giant. Special Qualities: flash of brutality.
Environment: any temperate or tropical. Organization: solitary, colony (2-5), or tribe (6-14). Treasure: standard (mwk greatclub, hide armor, other treasure).
spell-like abilities: (CL 12th; concentration +13)

1/day-chain lightning (DC 17)


Description: This enormous one-eyed humanoid has a horn protruding from its forehead and fists the size of tree trunks.

Special Abilities

Contemptuous Toss

When a mythic great cyclops uses Awesome Blow and expends a use of mythic power, its target flies up to 60 additional feet and takes 1d6 points of damage for every additional 20 feet traveled. If the cyclops uses its gore attack for this ability, it can hurl the target up to 60 feet upward instead of sideways.

Earthquake

A mythic great cyclops can punch the ground and expend two uses of mythic power to cause an earthquake (as the spell). Add the cyclops's rank to the save DCs for the earthquake's effects. Other mythic great cyclopes are not affected by the earthquake.

Flash of Brutality

Once per day as a swift action, a great cyclops can gain a burst of savage inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rocks it attacks with until the start of its next turn. Once per day, when the cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.

Mythic great cyclopes are the first and oldest of their kind to succumb to visions of rage and destruction. Said to be the lost offspring of gods of lightning and the forge, they wield power over earth and energy, using it to blast open humanoid defenses so they can pluck out the tasty morsels within.

Demon

Demon, Marilith, Mythic

Cr: 21. Xp: 409,600. Alignment: CE. Size: Large. Creature Type: Outsider. Creature Subtype: chaotic, demon, evil, extraplanar, mythic.
Init: +4. Senses: darkvision 60 ft., true seeing; Perception +31. Aura: unholy aura (DC 26). Ac: 40, touch 17, flat-footed 36 (+4 deflection, +4 Dex, +23 natural, -1 size).
Hp: 344 (16d10+256); fast healing 5.
Fortitude: +25. Reflex: +18. Will: +13. Dr: 10/cold iron and epic and good. Resist: acid 10. Immune: cold, fire, electricity, poison. Sr: 32.
Speed: 40 ft.. Melee: +2 longsword +28/+23/+18/+13 (2d6+12/16-20 plus poison), 5 +2 longswords +28 (2d6+7/16-20 plus poison), tail slap +20 (2d6+5 plus grab). Space: 10 ft.. Reach: 10 ft.. Special Attacks: constrict (tail slap, 2d6+15 plus crushing coils), greater infuse weapon, multiweapon mastery, mythic power (8/day, surge +1d10), poisoned weapons. Strength: 31. Dexterity: 19. Constitution: 32. Intelligence: 18. Wisdom: 18. Charisma: 27.
Base Attack: +16. Cmb: +27 (+29 disarm, +31 grapple). Cmd: 45 (47 vs. disarm, can'tbe tripped).
Feats: Bleeding CriticalM, Combat ExpertiseM, Combat Reflexes, Critical FocusM, Improved Critical (longsword)M, Improved Disarm, Power Attack, Weapon Focus (longsword).
Skills: Acrobatics +23, Bluff +27, Diplomacy +27, Fly +18, Intimidate +27, Knowledge (engineering) +20, Perception +31, Sense Motive +23, Stealth +19, Use Magic Device +27. Racial Modifiers: +8 Perception.
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.. Special Qualities: change shape (any animal, humanoid, or giant; shapechange).
Environment: any (Abyss). Organization: solitary, pair, or platoon (1 marilith, 1-3 glabrezus, and 3-14 babaus). Treasure: double (6 mwk longswords, other treasure).
spell-like abilities: (CL 16th; concentration +24)

Constant-true seeing, unholy aura (DC 26)

At will-greater teleport (self plus 50 lbs. of objects only), project image (DC 25), telekinesis (DC 23)

3/day-blade barrier (DC 24), fly, heal (self only)

1/day-summon (level 5, 1 marilith 20%, 1 nalfeshnee 35%, or 1d4 hezrous 60%)


Description: This snake-bodied woman has six arms, yet her cruel weapons float in the air, glistening with poison.

Special Abilities

Crushing Coils

A constricted creature must succeed at a DC 28 Fortitude save or lose consciousness for 1d8 rounds. The save DC is Strength-based.

Greater Infuse Weapon

Any weapon a mythic marilith wields gains a +2 enhancement bonus and counts as a chaotic and evil cold iron weapon. She can expend two uses of mythic power as an immediate action to add the dancing special ability to all her manufactured weapons for 4 rounds.

Poisoned Weapons

As a swift action, a mythic marilith can lick one of her manufactured weapons to coat it with deathblade poison.

A mythic marilith is a queen of chaos and evil, controlling a large territory in the Abyss and commanding a legion of demons.

Demon, Nalfeshnee, Mythic

Cr: 17. Xp: 102,400. Alignment: CE. Size: Huge. Creature Type: Outsider. Creature Subtype: chaotic, demon, evil, extraplanar, mythic.
Init: +12M. Senses: darkvision 60 ft., true seeing; Perception +32. Aura: unholy aura (DC 25). Ac: 36, touch 13, flat-footed 35 (+4 deflection, +1 Dex, +23 natural, -2 size).
Hp: 287 (15d10+205); fast healing 5.
Fortitude: +22. Reflex: +10. Will: +21. Dr: 10/epic and good. Resist: acid 10, cold 10. Immune: fire, electricity, poison. Sr: 28.
Speed: 30 ft., fly 40 ft. (poor). Melee: bite +28 (3d8+15/18-20), 2 claws +28 (2d6+15/19-20 plus steal). Space: 15 ft.. Reach: 15 ft.. Special Attacks: demonic knowledge, mythic power (7/day, surge +1d10), touch of chaos, unholy nimbus. Strength: 40. Dexterity: 13. Constitution: 29. Intelligence: 23. Wisdom: 22. Charisma: 24.
Base Attack: +15. Cmb: +32 (+34 bull rush). Cmd: 47 (49 vs. bull rush).
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite)M, Improved Critical (claws), Improved InitiativeM, Iron WillM, Power AttackM.
Skills: Bluff +25, Diplomacy +25, Fly +11, Intimidate +22, Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge (any one other) +21, Perception +32, Sense Motive +24, Spellcraft +24, Stealth +11, Use Magic Device +25. Racial Modifiers: +8 Perception.
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft..
Environment: any (Abyss). Organization: solitary or warband (1 nalfeshnee, 1 hezrou, and 2-5 vrocks). Treasure: standard.
spell-like abilities: (CL 12th; concentration +19)

Constant-detect thoughts (DC 19), true seeing, unholy aura (DC 25)

At will-call lightning (DC 20), feeblemind (DC 22), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), move earth, slow (DC 20), stone shape, stone tell

3/day-scrying

1/day-contact other plane, summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)


Description: This porcine demon has huge tusks and tiny wings, and its furred flesh oozes with greasy black-and-purple energy.

Special Abilities

Demonic Knowledge

By expending one use of mythic power as a free action, the demon learns one weakness, vulnerability, or special defense of an opponent within reach.

Touch of Chaos

This functions like the Chaos domain granted power, except the demon can expend one use of mythic power as a free action to use this ability when it hits with a natural attack.

Unholy Nimbus

Three times per day as a free action, the demon can create writhing colored lights on its body. One round later, the light bursts in a 60-foot radius. Any non-demon caught within this area must succeed at a DC 24 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.

A mythic nalfeshnee gains its power by tricking or forcing other mythic beings to imbue it. It hoards its many valuable secrets as a dragon hoards gold.

Demon, Vrock, Mythic

Cr: 11. Xp: 12,800. Alignment: CE. Size: Large. Creature Type: Outsider. Creature Subtype: chaotic, demon, evil, extraplanar, mythic.
Init: +7. Senses: darkvision 60 ft.; Perception +23. Ac: 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, -1 size).
Hp: 152 (9d10+103).
Fortitude: +13. Reflex: +11. Will: +6. Dr: 10/epic and good. Resist: acid 10, cold 10, fire 10. Immune: electricity, poison. Sr: 22.
Speed: 30 ft., fly 50 ft. (average). Melee: bite +14 (1d8+6 plus bleed), 2 claws +14 (2d6+6 plus bleed), 2 talons +14 (1d6+6 plus bleed). Space: 10 ft.. Reach: 10 ft.. Special Attacks: bleed (1d6), entrapping vines, greater stunning screech, manic dance of ruin, mythic power (4/day, surge +1d8). Strength: 23. Dexterity: 17. Constitution: 25. Intelligence: 14. Wisdom: 16. Charisma: 16.
Base Attack: +9. Cmb: +16. Cmd: 29.
Feats: CleaveM, Combat ReflexesM, Improved Initiative, Lightning Reflexes, Power Attack, Stand StillB.
Skills: Fly +13, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +11, Survival +15. Racial Modifiers: +8 Perception.
Languages: Abyssal, Celestial, Common; telepathy 100 ft..
Environment: any (Abyss). Organization: solitary, pair, or gang (3-10). Treasure: standard.
spell-like abilities: (CL 12th; concentration +15)

At will-greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)

1/day-heroism, mirror image, summon (level 3, 1 vrock 35%)


Description: This vulture-headed demon has great filthy wings, and a beak and claws ready to rip and tear.

Special Abilities

Entrapping Vines

A mythic vrock can expend one use of mythic power as a swift action to release a cloud of spores from its body, affecting all adjacent non-demons. The spores deal 2d8 points of damage on the first round as they grow into ugly vines; for the next 10 rounds, they deal 1d6 points of damage and entrap the affected creatures (DC 21, 10 rounds, hardness 5, hp 10). The vines can be destroyed by casting bless on the creatures or by sprinkling them with holy water. This is a disease effect. The save DC is Constitution-based.

Greater Stunning Screech

Once per hour, a mythic vrock can emit a shrill screech. All non-demons within a 30-foot-radius spread must succeed at a DC 21 Fortitude save or be stunned for 1 round. If the vrock expends one use of mythic power, any creature that fails its save is staggered for 1d6 rounds after the stun ends. The save DC is Constitution-based.

Manic Dance of Ruin

A mythic vrock can expend one use of mythic power to dance and chant as a full-round action, after which it releases a crackling wave of energy, dealing 5d6 points of electricity damage to all creatures within 100 feet (Reflex DC 17 for half). Each additional vrock that joins in the dance adds 1 to the DC and an additional 5d6 points of damage, up to a maximum of 20d6. The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.

A mythic vrock is a violent creature of unrestrained rage that takes out its anger on anything weaker than itself.

Devil

Devil, Bone, Mythic

Cr: 11. Xp: 12,800. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful, mythic.
Init: +13M. Senses: darkvision 60 ft., see in darkness; Perception +19. Aura: fear (5 ft., DC 19, 1d6 rounds). Ac: 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, -1 size).
Hp: 145 (10d10+90).
Fortitude: +12. Reflex: +12. Will: +7. Dr: 10/epic and good. Resist: acid 10, cold 10. Immune: fire, poison. Sr: 22.
Speed: 40 ft., fly 60 ft. (good). Melee: bite +16 (1d8+7), 2 claws +16 (1d8+7 plus bleed), sting +16 (3d4+7 plus bleed and poison). Space: 10 ft.. Reach: 10 ft.. Special Attacks: bleed (1d6), bone eruption, mythic power (4/day, surge +1d8), pain blast, pounce, rend (2 claws, 1d8+10). Strength: 25. Dexterity: 21. Constitution: 20. Intelligence: 16. Wisdom: 15. Charisma: 18.
Base Attack: +10. Cmb: +18. Cmd: 33.
Feats: Alertness, Combat ReflexesM, Improved InitiativeM, Iron Will, Quicken Spell-Like Ability (invisibility).
Skills: Bluff +17, Diplomacy +17, Fly +20, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, pair, or inquisition (3-10). Treasure: standard.
spell-like abilities: (CL 12th; concentration +16)

Constant-fly

At will-dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice

3/day-quickened invisibility (self only)

1/day-summon (level 4, 1 bone devil 35%)


Description: Horns crown the skull of this winged, skeletal creature, and its long claws twitch like spider legs.

Special Abilities

Bone Eruption

As a standard action, a mythic bone devil can expend two uses of mythic power to call to the bones of all enemies within a 20-foot-radius burst. The bones shudder and twist within each creature, dealing 10d6 points of damage and giving each creature the sickened condition for 1d6 rounds. A successful DC 20 Fortitude save halves the damage and negates the sickened condition. If this damage kills a creature, some of its bones tear free from its body and fuse with the bone devil, healing it for 1d6 points of damage per Hit Die of the slain creature. Creatures immune to critical hits are immune to this ability. The save DC is Constitution-based.

Pain Blast

Once per round as a free action, a bone devil can stimulate extreme pain in one creature within its reach. The creature takes a –4 penalty on attack rolls, skill checks, and ability checks until the start of the devil's next turn or until it moves at least 60 feet away from the devil.

Forged from the souls of the first heretics and blasphemers, mythic devils have an ancient legacy of torture and using secrets to lure mortal diabolists into temptation. A mythic bone devil leads Hell's inquisitors in the efforts to root out disobedience among other devils. The authority it wields is even more powerful than its formidable magic, and it commands respect and fear from even pit fiends and dukes of Hell.

Devil, Ice, Mythic

Cr: 16. Xp: 76,800. Alignment: LE. Size: Large. Creature Type: Outsider. Creature Subtype: devil, evil, extraplanar, lawful, mythic.
Init: +15M. Senses: all-around vision, darkvision 60 ft., see in darkness; Perception +27. Aura: fear (10 ft., DC 24). Ac: 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, -1 size).
Hp: 221 (14d10+144); regeneration 5 (good spells, good weapons).
Fortitude: +15. Reflex: +14. Will: +12. Defensive Abilities: cold logic. Dr: 10/epic and good. Resist: acid 10. Immune: cold, fire, poison. Sr: 27.
Speed: 40 ft., fly 60 ft. (good), ice burrowing 30 ft.. Melee: +2 frost spear +23/+18/+13 (2d6+12/×3 plus 1d6 cold plus ice shards plus slow), bite +15 (2d6+3), tail slap +15 (1d8+3 plus slow). Space: 10 ft.. Reach: 10 ft.. Special Attacks: entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy +6, mythic power (6/day, surge +1d8), pounce. Strength: 25. Dexterity: 21. Constitution: 22. Intelligence: 25. Wisdom: 22. Charisma: 24.
Base Attack: +14. Cmb: +22. Cmd: 37.
Feats: Alertness, Cleave, Combat ReflexesM, Improved InitiativeM, Iron WillM, Power Attack, Weapon Focus (spear).
Skills: Acrobatics +22, Bluff +24, Diplomacy +24, Fly +13, Intimidate +21, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils). Treasure: standard (+2 frost spear, other treasure).
spell-like abilities: (CL 13th; concentration +20)

Constant-fly

At will-cone of cold (DC 22), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of ice (DC 21)

1/day-summon (level 4, 2 bone devils 50%)


Description: Frozen barbs cover the almost skeletal form of this mantis-like creature, and its icy eyes shine with fiendish intelligence.

Dragon

Loading more... (54)