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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
This snake-bodied woman has six arms, yet her cruel weapons float in the air, glistening with poison.
Mythic Marilith CR 21/MR 8
XP 409,600
CE Large outsider (chaotic, demon, evil, extraplanar, mythic)
Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 26)
Defense
AC 40, touch 17, flat-footed 36 (+4 deflection, +4 Dex, +23 natural, –1 size)
hp 344 (16d10+256); fast healing 5
Fort +25, Ref +18, Will +13
DR 10/cold iron and epic and good; Immune cold, fire, electricity, poison; Resist acid 10; SR 32
Offense
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
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%)
Statistics
Str 31, Dex 19, Con 32, Int 18, Wis 18, Cha 27
Base Atk +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.
SQ change shape (any animal, humanoid, or giant; shapechange)
Ecology
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3 glabrezus, and 3–14 babaus)
Treasure double (6 mwk longswords, other treasure)
Special Abilities
Crushing Coils (Ex) 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 (Su) 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 (Ex) 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.
This porcine demon has huge tusks and tiny wings, and its furred flesh oozes with greasy black-and-purple energy.
Mythic Nalfeshnee CR 17/MR 7
XP 102,400
CE Huge outsider (chaotic, demon, evil, extraplanar, mythic)
Init +12M; Senses darkvision 60 ft., true seeing; Perception +32
Aura unholy aura (DC 25)
Defense
AC 36, touch 13, flat-footed 35 (+4 deflection, +1 Dex, +23 natural, –2 size)
hp 287 (15d10+205); fast healing 5
Fort +22, Ref +10, Will +21
DR 10/epic and good; Immune fire, electricity, poison; Resist acid 10, cold 10; SR 28
Offense
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
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%)
Statistics
Str 40, Dex 13, Con 29, Int 23, Wis 22, Cha 24
Base Atk +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.
Ecology
Environment any (Abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Treasure standard
Special Abilities
Demonic Knowledge (Su) 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 (Sp) 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 (Su) 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.
This vulture-headed demon has great filthy wings, and a beak and claws ready to rip and tear.
Mythic Vrock CR 11/MR 4
XP 12,800
CE Large outsider (chaotic, demon, evil, extraplanar, mythic)
Init +7; Senses darkvision 60 ft.; Perception +23
Defense
AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, –1 size)
hp 152 (9d10+103)
Fort +13, Ref +11, Will +6
DR 10/epic and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22
Offense
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)
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%)
Statistics
Str 23, Dex 17, Con 25, Int 14, Wis 16, Cha 16
Base Atk +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.
Ecology
Environment any (Abyss)
Organization solitary, pair, or gang (3–10)
Treasure standard
Special Abilities
Entrapping Vines (Ex) 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 (Su) 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 (Su) 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.