Mythic Tiberolith

Mythic Tiberolith CR 12/MR 5

XP 19.200
NE Huge construct (mythic)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +0


AC 31, touch 10, flat-footed 29 (+2 dodge, +21 natural, –2 size)
hp 187 (13d10+116)
Fort +4, Ref +6, Will +4
Defensive Abilities spell trap; DR 10/adamantine and bludgeoning and epic; Immune acid, construct traits; Resist electricity 30; SR 29


Speed 30 ft.
Melee 2 slams +21 (3d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks corrosive strikes, mythic power (5/day, surge +1d8), shockwave, spell discharge


Str 30, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +25; CMD 35
Feats Improved InitiativeB, , Lightning ReflexesB, Power AttackB, , ToughnessMF
SQ rudimentary clockwork


Corrosive Strikes (Ex)

A mythic tiberolith reduced to 130 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks. If the mythic tiberolith is reduced to 80 hit or fewer hit points, it deals an additional 2d6 points of acid damage with its slam attacks, instead, and if it is reduced to 30 or fewer hit points, it deals an additional 3d6 points of acid damage, instead.

Mindless Power Attack (Ex)

A mythic tiberolith gains Power Attack as a bonus feat, even though it is mindless.

Rudimentary Clockwork (Su)

The puzzle boxes and simplistic mechanical components found in a mythic tiberolith are similar to a rudimentary clockwork. A mythic tiberolith gains Improved Initiative and Lightning Reflexes as bonus feats, and gains a +2 dodge bonus to AC. Additionally, a mythic creature can perform a special ritual to imbue a mythic tiberolith with additional mythic power. This takes 1 hour per use of mythic power to be transferred, up to a maximum of 5 hours for 5 additional uses of mythic power, which are expended by the creature performing the ritual. This allows the mythic tiberolith to have up to 10 uses of mythic power at any given time. Mythic power stored with this ability is expended last, and does not prevent the mythic tiberolith from regaining its normal daily uses. Uses of mythic power imbued in this way fade if not used within 1 week.

Shockwave (Su)

Three times per day, a mythic tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half ). If the mythic tiberolith expends one use of mythic power when it activates this ability, the blast deals an additional 5d6 points of electricity damage, the saving throw DC increases to 20, and creatures that fail their Reflex save must make a secondary Fortitude save (DC 16) or be stunned for 1 round. A mythic tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based.

Spell Discharge (Su)

As long as a mythic tiberolith has a spell stored in its spell trap that has one or more targets and a range of touch or greater, each time it takes the attack or full attack action, it automatically expends one use of mythic power, and until the beginning of its next turn, whenever it hits a creature with one of its slam attacks, that creature is also affected as though by the spell stored in the spell trap. This immediately dissipates the spell from the spell trap.

Spell Trap (Su)

When a mythic tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the mythic tiberolith’s magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the mythic tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours.


Environment any coastlines or water
Organization solitary, pair, or squad (3–4)
Treasure standard

A bizarre thrum echoes from somewhere deep within this towering stone hulk, the ground roiling beneath the monolithic creature’s stony feet as blue liquid runs down its shuddering body.

Tiberoliths are magical constructs with primitive internal mechanical components, held together with sinew and plant matter. Created by a vicious lost civilization to protect its citadels, villages, and treasures, tiberoliths are found in submerged ruins or on the beaches and bluffs of long-deserted islands. They remain immobile unless attacked or approached by unauthorized intruders. Each is covered in a unique pattern of markings that glow blue when it moves. When active, it makes an unmistakable high-pitched whirring sound. A tiberolith typically stands 18 feet tall and weighs 7,000 pounds.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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