Mythic Guardian Creature (CR varies)

Benevolent guardian spirits that resemble earthly creatures, with dogs and lions the most well-known, roam the idyllic heavenly wilds and aid the inhabitants of their celestial realms, but they are favorite conjurations to the mortal world among certain cultures. Guardian creatures are more intelligent than their terrestrial cousins, able to converse and understand complex instructions. They are most commonly seen as guardians, contracted for a set period of time and standing sentinel in statue form, appearing to the unwary as ornate decorations on a building façade, fountain, or other monument. Most detest war and shun mass battles, and they do not often serve as mounts but may carry a rider they judge of truly good heart.

Creating a Mythic Guardian Creature

Mythic guardian creature is an inherited template that can be added to any animal, referred to hereafter as the base guardian creature. A mythic guardian creature retains all the base creature’s statistics and abilities except as noted here.

Mythic Subtype: A mythic guardian creature gains the mythic subtype, with a rank equal to half the CR of the base guardian creature. A mythic guardian creature gains additional abilities depending on the base guardian creature’s CR instead of the mythic abilities it would get for having a rank. The mythic guardian creature gains all other benefits of having the mythic subtype: ability score bonuses, bonus hit points, mythic feats, mythic power, natural armor bonus, and spell resistance increase (if any).

CR: Adjust the base guardian creature’s CR according to its mythic rank (this template doesn’t increase the base guardian creature’s CR other than from mythic rank). Note that a mythic guardian creature’s abilities on the table below depend on the base guardian creature’s CR, not the final CR of the mythic guardian creature. Most guardian creatures with a base CR of higher than 10 are imperial guardian creatures.

Paired Protectors (Su)

When two or more mythic guardian creatures are within 30 feet of one another, they both radiate a magic circle against evil. The caster level of this effect is equal to the highest Hit Dice of the affected mythic guardian creatures.

This effect can be dispelled, but if it is, a mythic guardian creature can reactivate it as a swift action.

Stony Defense (Su)

A number of times per day equal to its Hit Dice, a mythic guardian creature can harden its skin to unyielding stone as an immediate action. It gains hardness 8 until its next turn, but its speed is reduced by 10 feet for the same duration. While using this ability, any weapon striking the mythic guardian creature takes 1d6 points of damage, bypassing any hardness. A creature striking the mythic guardian creature with natural weapons or unarmed strikes takes 1d6 points of damage every time it hits. Attacks that bypass hardness ignore this damage.

Stalwart Guardian (Ex)

At 2nd rank, a mythic guardian creature gains a +2 bonus on saving throws against spells and effects that drive extraplanar creatures back to their home plane. This bonus increases by an additional +2 at 3rd, 5th, 7th, and 9th ranks.

Fearsome Roar (Ex)

At 3rd rank, a mythic guardian creature can give a resounding, roar, bellow, scream, or other sound appropriate to its type. All creatures in a 30 foot radius of the guardian creature must succeed at a Will saving throw or be shaken for 1d4 rounds plus 1 round per mythic rank of the mythic guardian creature. Creatures of evil alignment suffer a -2 penalty against this effect. A mythic guardian creature can roar once every 1d4 rounds. This is a sonic, mind-affecting fear effect.

Ghost Sight (Ex)

At 4th rank, a mythic guardian creature gains the ability to see invisible, ethereal, and out of phase creatures.

Ghost Killer (Ex)

At 5th rank, a mythic guardian creature’s natural attacks gain the ghost touch ability.

Metallic Defense (Su)

At 5th rank, a mythic guardian creature can harden its skin to bronze or iron instead of stone. This functions as stony defense, but the mythic guardian creature gains hardness 10 until its next turn. Any weapon striking the mythic guardian creature while this ability is in use suffers 1d8 points of damage, as does any creature striking with natural weapons or unarmed strikes.

Banishing Bite (Su)

At 6th rank, a mythic guardian creature can expend one use of mythic power when it hits with its bite attack. In addition to the damage, any evil extraplanar creature struck by the attack is subject to a dismissal effect. (DC = 10 + 1/2 the mythic guardian creature’s Hit Dice + Constitution modifier + mythic rank).

Second Save (Ex)

A mythic guardian creature gains this ability at 7th rank. It acts as the standard ability, except that if a mythic guardian creature is magically banished, it gets a second save against the effect the following round. If that saving throw succeeds, it instantly returns to the square from which it vanished.

Retributive Strike (Ex)

At 8th rank, when an enemy strikes an adjacent ally with a melee attack, the mythic guardian creature can immediately take a free attack against that enemy. If the mythic guardian creature expends one use of mythic power it adds a bonus to hit and damage equal to half its mythic rank.

Adamantine Defense (Su)

At 9th rank, a mythic guardian creature can harden its skin to adamantine instead of baser metal or stone. This functions as stony defense, but the mythic guardian creature gains hardness 20 until its next turn. Any weapon striking the mythic guardian creature while this ability is in use suffers 1d12 damage, as does any creature striking with natural weapons or unarmed strikes.

Sacred Guardian (Su)

At 9th rank, a mythic guardian creature can expend a use of mythic power to create a hallow effect centered on itself. The effect moves with the guardian creature. If two or more mythic guardian creatures are within 30 feet of one another, the bonuses provided by the effect are doubled. This effect lasts for 24 hours, until it is countered or dispelled, or the mythic guardian creature dies.

Mighty Roar (Su)

At 10th rank, a mythic guardian creature can expend a use of mythic power to empower its fearsome roar. Instead of its usual effects, the roar acts as a holy word, using the Hit Dice of the mythic guardian creature as the caster level. The DC of the saving throw is Constitution-based.

Mythic Guardian Creature Abilities
Base Guardian Creature’s CR Mythic Rank Mythic Abilities
1-2 1st Paired protectors, stony defense
3-4 2nd stalwart guardian +2
5-6 3rd Fearsome roar
7-8 4th Ghost sight, stalwart guardian +4
9-10 5th Ghost killer, metallic defense
11-12 6th Banishing bite, stalwart guardian +6
13-14 7th Second save
15-16 8th Retributive strike, stalwart guardian +8
17-18 9th Adamantine defense, sacred guardian
19-20 10th Mighty roar, stalwart guardian +10
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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