Mythic Xenoid Creatures (MR 1 or 2, CR +1)

Mythic xenoid creatures follow the same rules as non-mythic xenoid creatures, but their alienness is far more pronounced and they are imbued with far greater pseudonatural power.

The mythic xenoid template is an acquired template that can be applied to any creature that already possesses the xenoid creature template. This template overlaps and replaces the xenoid template and does not stack with it. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1. A mythic xenoid creature’s quick and rebuild rules are the same.

Rebuild Rules: AC as noted on the Mythic Xenoid Template Defenses table; hp mythic bonus hit points (see the mythic subtype); Ability Scores +4 Str, +2 Dex, +2 Con; Defensive Abilities as a non-mythic xenoid creature, but using the Mythic Xenoid Template Defenses table instead; Special Attacks grab, rotting touch, tentacle rake, true strike.

Mythic Xenoid Template Defenses
Hit Dice AC Bonus Acid/Electricity Resistance Fortification Tentacles
1-4 +2 10 50% 1
5-10 +4 20 75% 2
11+ +6 30 100% 4

Grab (Ex)

A mythic xenoid creature in its unnatural form gains the grab special Attack with its tentacles.

Pseudonatural Impregnation (Su)

A mythic xenoid creature can transform another living creature into a xenoid creature, permanently granting it the xenoid creature template (or the mythic xenoid creature template, if the target creature is already a mythic creature). This process requires 8 hours, during which the target creature must be helpless or willing.

The mythic xenoid creature must remain in continuous intimate physical contact with the target throughout the process, during which time it is considered fascinated by the target. At the end of this time, the mythic xenoid creature must expend one use of its mythic power (two uses if the target is a mythic creature) and the target must succeed on a Fortitude save (DC 10 + 1/2 the mythic xenoid creature’s Hit Dice + its Constitution modifier) or become a xenoid (or mythic xenoid) creature permanently. A willing target may, of course, voluntarily choose to fail the saving throw. If the target saves, the mythic xenoid creature can repeat the process, and each subsequent attempt increases the DC by 1.

Rotting Rake (Su)

Each time a mythic xenoid creature succeeds on a combat maneuver check to grapple with its tentacles, it deals 1d3 points of Strength damage per hit to the target. A successful Fortitude save (DC 10 + 1/2 the xenoid creature’s Hit Dice + its Constitution modifier) halves this Constitution damage.

Tentacle Rake (Ex)

A mythic xenoid creature in its unnatural form gains one or more tentacle attacks as secondary natural weapons. Against a target it charges, or has grappled or pinned, however, it attacks with its tentacles as if they were primary natural weapons.

True Strike (Su)

A mythic xenoid creature can use its true strike ability as a swift action a number of times per day equal to its Hit Dice.

Unnatural Form (Su)

Non-mythic creatures seeing a mythic xenoid creature’s unnatural form are affected as frightful presence whenever they see it, rather than only being affected if they witness its transformation. In unnatural form, a mythic xenoid creature gains one of the listed abilities, plus one additional ability for every 4 Hit Dice it possesses.

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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