Mythic Yithian

Mythic Yithian CR 11/MR 4

XP 12,800
LN Large aberration (alien, mythic, mythos)
Init +10; Senses all-around vision, blindsense 60 ft., darkvision 60 ft.; Perception +25

DEFENSE

AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 137 (14d8+74); fast healing 5
Fort +9, Ref +5, Will +15
DR 10/epic and magic; Resist acid 10, cold 10, fire 10

OFFENSE

Speed 20 ft., climb 10 ft.
Melee 2 pincers +15 (2d8+9/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks amnesia, deadly pincers, mind swap, mythic power (6/day, surge +1d8), severing snap
Spell-Like Abilities (CL 15th; concentration +24; save DCs are Int-based)

STATISTICS

Str 22, Dex 13, Con 17, Int 28, Wis 19, Cha 18
Base Atk +10; CMB +17; CMD 28
Feats Alertness, Combat Expertise, Extra Mythic Power, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Vital Strike mf
Skills Climb +20, Diplomacy +18, Heal +18, Knowledge (arcana, dungeoneering, engineering, geography, history, planes) +24, Linguistics +26, Perception +25, Sense Motive +25, Stealth +14, Survival +15, Swim +10, Use Magic Device +18
Languages Aklo, Common, Yithian, 20 other languages; telepathy 100 ft.
SQ incisive intellect, precognitive anticipation, scholar, suction, temporal projection

SPECIAL ABILITIES

Amnesia (Su)

Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this Attack with a DC 26 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact.

This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Intelligence-based.

Deadly Pincers (Ex)

A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians.

Incisive Intellect (Ex)

A mythic yithian uses its Intelligence modifier rather than its Charisma modifier to set the DC for its spell-like and supernatural abilities.

Mind Swap (Su)

As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 26 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies—if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. This is a mind-affecting effect. The save DC is Intelligence-based.

Precognitive Anticipation (Ex)

A mythic yithian adds its Intelligence modifier on initiative checks and can always act during a surprise round. If it expends one use of its mythic power during a surprise round, it can take a full round of actions and gains a +2 circumstance bonus on any d20 roll it makes during the surprise round. This bonus does not apply against creatures using mind blank.

Scholar (Ex)

Yithians treat all knowledge skills as class skills.

Severing Snap (Ex)

When a mythic yithian confirms a critical hit with its pincers, it may choose to sever one of the target’s limbs in lieu of dealing extra hit point damage. This deals 1d4 points of Strength, Dexterity, and Constitution damage, and 2d6 bleed damage, and the target may not perform actions requiring that limb. A creature missing an arm cannot use items requiring two hands and has a 50% chance of spell failure when casting spells with somatic components. A creature missing a leg takes the same penalties as a creature that is entangled; these penalties stack if the creature also becomes entangled. Ability damage and bleed damage can be healed in the normal fashion, but restoring the severed limb requires a regenerate spell.

Suction (Ex)

A mythic yithian can establish or release powerful suction against any horizontal or vertical surface as a swift action. While using suction, it moves at half speed but gains a +10 bonus on its CMD against combat maneuver checks to perform awesome blow, bull rush, drag, overrun, pull, reposition, or trip combat maneuvers or to move it as part of a grapple maneuver. It adds a +5 bonus on saving throws against any other effect that attempts to physically move it from its location, including wind effects. If such an effect also deals damage, that damage is halved while the mythic yithian is using suction.

Temporal Projection (Su)

A mythic yithian can propel its consciousness forward or backward in time. It can use moment of prescience and vision at will as spell-like abilities, and if it expends one use of its mythic power it can use foresight as a spell-like ability. If it is touching a willing or helpless creature, it can project itself into that person’s past or future self.

Projecting itself into the future allows it to obtain visions of the future as if using divination. Projecting itself into the past enables it to seek out the answer to specific questions about that creature’s past, as if interrogating a corpse using speak with dead.

ABOUT

Environment Any
Organization solitary, pair, band (3–9), or enclave (10–100)
Treasure standard

This bizarre creature has a conical body topped with four tentacles tipped with pincers, tubes, and a tentacled, spherical head.

These alien creatures resemble mollusks with an iridescent, vaguely cone-shaped body about ten feet tall and a wide, snail-like foot. Four protrusions sprout from the dorsal side of the body: two claws, a grasping mouth, and a horrific head bristling with sensing tentacles. Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today.

While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore.

When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian’s body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares. Great yithians are the leaders of these psychic expeditions, seeking out new worlds they might inhabit, probing for hidden cells of their enemies, and coordinating the dream intrusions of their lesser kin.

Yithian’s current conical forms aren’t the species’ original appearance. The creatures long ago learned how to forcibly swap minds with other creatures.

Their more frequent use of this ability to observe and learn seems innocuous, but long ago, extinction threatened the species’ original bodies and planet.

To survive, yithians organized a mass mind swap with a species on another world, dooming those creatures’ minds to die in their original bodies while yithians continued their existence in the cone-shaped forms they bear today.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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