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Foreword their journey from the moment they attain mythic

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power, until they reach the peak of their strength.
ince the dawn of time, myths and This journey is fleshed out through the additional
legends have always captivated mankind. features they gain and the Mythic Trials they have to
They are a means of entertainment, but also achieve in order to grow further.
one of communication, understanding,
and education. Their ideals and themes Chapter III: Mythic Talents. This chapter
have been the basis of many civilizations consists of a large variety of additional options
in the past and their timeless echoes can be for players to customize their mythic characters.
witnessed even today. These narratives of heroic Akin to feats, talents offer choices that showcase a
deeds, tragic struggles, and epic confrontations unique part of a Mythic Path or new techniques and
resonate with their audiences due to their innate abilities, adding to the character’s complexity, flavor
closeness to humanity. They delve into the depths of and potential as a whole.
mortal experience, exploring courage, loss, and the
relentless pursuit of happiness or greatness. Chapter IV: Legacy. In this chapter, the new
system of Legacy is showcased. Through it,
In Dungeons and Dragons, these tales serve as great the growing tale of a mythic character can be
inspiration to weave stories that stay with those who experienced, along with the many perks or
experience them as fond memories or sometimes drawbacks that follow the accumulation of renown.
something more. By drawing upon their structure It is a system that connects the heroes and their
and essence, equally captivating tales that transcend deeds to the world, adding ways in which mortals
the boundaries of a typical campaign can be woven, react to such achievements, from adoration and aid,
igniting the imaginations of players and shaping to raising the ire of Nemesi and invoking their woes.
their journey in unforgettable ways.
Chapter V: Mythic Antagonists. A hero is
In this fifth chapter of the Eren Chronicles, you will tempered by their enemies as much as by their
discover everything you might need in order to achievements. This concept is further explored in
create your own tale of myths and legends. this chapter, by introducing Nemesi; antagonists
juxtaposed with specific Mythic Paths. Each one
is explored through their background, aspirations,
How to Use this Book assets to use, mythos effects to enhance the story
Below follows a summary of each chapter’s contents, and a statblock to represent them in their final
including general guidelines on how to use them in confrontation with the mythic characters.
tandem with one another to weave mythical stories
with high stakes and deep impact around the table. Chapter VI: Mythic Monsters. Due to their
incredible powers, mythic characters are poised to
Chapter I: Spinning a Mythos. The first chapter overcome many hardships with greater ease. In order
of the book examines the fundamental aspects that to present significant and memorable challenges that
compose a myth. It delves deep into the genres shape the narrative, we have included a list of mythic
of myth through history, as well as the concept of monsters in this chapter. The theme of each one is
mythic power and what makes mythical characters detailed through their background and statblock
different. In addition, it contains advice on using the containing a mythic trait, designed to inspire the
rest of the book, such as how to introduce mythic creation of unique stories around them.
characters into a campaign, run a living world, use
their antagonists in a meaningful way, and handle Chapter VII: Creating Mythic Monsters.
the many intricate pieces they bring to the table. During the final chapter of the book, you will find
simple guidelines to follow in order to create more
Chapter II: Mythic Heroes. In this chapter, you mythic monsters should you need them. The chapter
will find everything required to forge mythic heroes, delves deep into mechanics to entice you to try
from their theme and origins, to their extraordinary your hand at creating something exceptional for the
abilities and the path they will have to follow. By needs of your own mythic campaign. Included here
introducing the concept of Mythic Paths, their epic are examples using this ruleset to showcase how to
legend begins to take shape, fully detailing utilize it and what results to expect.

Foreword Foreword
7 8
Chapter II: Mythic Heroes Due to the lore-heavy importance of such an

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event, the extraordinary circumstances required in
ust as with any sage or grand piece order for its occurrence and the extent in which it
of folklore, mythic tales revolve around defines the future story of a character; the choice
the heroes that experience them and and initiation of any mythic path should be done in
the struggles they overcome. Whether collaboration between the player and the DM.
chosen by destiny itself or risen through
personal choice, the protagonists of any Depending on the chosen mythic path, these
mythos are remarkable individuals that transcend moments of ascension can differ in both flavor and
the limits of mortality, in order to meet the significance. The destruction brought upon a village
extraordinary challenges that befall them. by a ruthless dragon might be the beginning for a
saga of vengeance for the Dragonslayer. Similarly,
These are the mythic heroes, mighty and powerful what an Exemplar would see as vile heresy, could
yet painfully flawed; always striving to become be the moment of ascension for a malignant Lich.
something greater than themselves. Examples of such events, either to be used or simply
to provide inspiration, are being presented along
with each respective mythic path.
Mythic Paths
Depending on the narrative that surrounds such a The key events that may bestow a character with
hero, along with the trials they face and the boons a fragment of mythic power are being generally
that are granted to them, their legend grows along categorized in the following themes:
a specific mythic path. These mythic paths are
archetypes of fables or folk stories that encompass Birthright. The character is the child of a deity,
the saga, granting powerful abilities to the hero, archdevil or similarly powerful creature, having a
along with outlining the exceptional journey, great spark of their power running through their veins.
deeds and unfathomable trials that come. The mythic status is attained when an event sets that
spark of power aflame.
In essence, the mythic path is a secondary source
of power, akin to a complementary class, combined Destiny. The character is destined to gain this power.
with a story or legend, that the character will have Whether prophesized or born under a specific
to live through in order to progress further. They are planetary alignment, their powers unravel when fate
designed to be gained in addition to everything else decrees that it is time for their path to begin.
a character has, giving them the prowess required
to perform legendary deeds and vanquish mythic Gift. The character is granted their power by the
monsters that no ordinary adventurer would ever grace of a higher being, such as a divine entity, in
hope to face. order to serve a grand purpose. Though their path
might initially follow that of their patron, a mythic
Becoming a Mythic Hero character is bound to cultivate their gift to a point of
allowing them to break free; if they so desire.
In order for any character to become mythic, they
must first gain access to a unique mythic power. This Inheritance. The character gains their mythic status
can be achieved through multiple events that might following in the footsteps of another, essentially
occur throughout the course of a story or even carrying the mantle from where they left off. This
be embedded in the background of a character might be uncovering and furthering the research of
ever since their creation. When such a plot another, be mentored by another mythic character
point is initiated, the character experiences a or even gain this power after the death of a mythic
profound moment of ascension, as they enter a creature, who imparts it to them.
mythic path and grow into something that sets
them apart from the rest of the world. Relic. The character encounters a powerful artifact
that became the origin of their mythic power.
Whether a magic item or not, this event sets them on
the path of becoming a legend.

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The Aes Sidhe Becoming an Aes Sidhe
Echoes of creation and emotion, the realms of The Aes Sidhe is a mortal who was imbued with
Feywild and Shadowfel exist in constant turmoil, mythic powers by the will of a member of the
exemplifying polar opposites. They reflect the Seelie or the Unseelie Court, in order to serve as a
material world’s duality in every possible aspect; warden of their realms, a spear against their foes
melancholy and joy, aspiration and disinterest, or to perform a legendary deed for their sake that
idleness and constant movement. Their denizens, the no mere fey or mortal could ever aspire of. As the
fey, are entities that embody these aspects in their Aes Sidhe cultivates this power however, they may
extremity. For if a mortal being is meant to exist in decide to take matters into their own hands and act
a fine balance of thought, each fey is defined by a against their benefactor’s intentions; for such is the
single potent urge, purpose or emotion that often unpredictable nature of the fey, and the Aes Sidhe
overshadows everything else. grows more accustomed to it with each passing day.

The Aes Sidhe is a legendary figure that touches Examples of significant events that might put you on
upon this antithesis. Imbued with the cosmic the path of becoming an Aes Sidhe are the following:
essence that defines those planes, they are an entity
both mortal and fey, constantly yearning to separate Birthright. You are the child of Oberon and a mortal
need from want, whim from desire and aspiration mother. Conceived at a time of rivalry between the
from responsibility. Above all, the Aes Sidhe wish Green Lord and his consort, the Summer Queen,
for true freedom, as an expression of self and state you were born in secrecy and raised without a father.
of being. This innate sense of freedom is the core of As your powers begin to manifest, a choice presents
an Aes Sidhe’s mythic powers, as they are constantly itself before you. Will you rise to claim your heritage
locked between a yearning, and the struggle of never and rightful place in the Summer Court, against
entirely achieving it. your father’s wishes? Or will you keep your existence
concealed from Queen Titania, in fear of her wrath?
The Aes Sidhe mentioned in folklore and legend
share another thing in common; the fact that those Destiny. For eons, a prophecy has danced on the
who allowed them to gain their powers, also tried lips of ancient fey. It spoke of a mortal child, a
to instrumentalize them towards achieving their tender soul destined to gain the powers of a fey. An
own ends. For as vast as the influence of the Seelie augury of dread for all, for a fey unbound by a true
and the Unseelie Courts might be, bound as the fey name and their passionate nature, can bring untold
are by their own nature, they have been often faced upheaval and change to the courts. Thankfully,
with intricate predicaments that their kind could none have been able to act upon their fears, since
not possibly overcome. It is then that an Aes Sidhe is an archfey of the Unseelie Court found you first and
born, through necessity and the will of a desperate decided to shroud your existence beneath her dark
archfey, who calls for a champion from amongst the mists.
mortalkind.
Gift. You followed a heron’s song all the way to
But what about the Aes Sidhe? Will they rise up to a sacred loch, during a night of a unique astral
the challenge, embrace their whimsical powers and alignment. The heron was in truth Hyrsam, the
fight to fulfill their intended purpose? Or will they Prince of Fools. A wild magic phenomenon took
view this duty as a form of confinement, rejecting it place as you were bathing in the loch’s waters, which
for the sake of freedom? Most importantly, will the imbued you with mysterious powers, never meant
chaotic nature of the Aes Sidhe ultimately lead them for the likes of a mortal. The other Archfey may view
to aspire more than what was ever meant for them, this as an insult or even a threat to their ways, but
to a point of even daring to claim a place amongst such was Hyrsam’s ploy; to invoke chaos beyond
the Fey Courts? measure, triggering a chain of events that would shift
the balance of power in the Feywild.

Chapter II: Mythic Paths Chapter II: Mythic Paths


35 36
Inheritance. Following the guidance of ethereal Relic. A filigree-edged silver mirror of the most Mythic Ranks Shadowplay
dreams, you’ve traveled in search of Titania’s blessed peculiar craftsmanship has found itself in your Once you attain mythic status as an Aes Sidhe, you 4th-rank Aes Sidhe feature
hawthorn tree and tasted its magical fruit. At this possession. As your visage is reflected upon it, it gain access to multiple abilities that allow you to
moment, you became instilled with supernal insight. suddenly shifts into that of a woman of otherworldly As a bonus action while under the effects of blur, you
wield the whimsical powers of the fey, imbuing can cause a blurring visage of yourself to emanate
The realm of the Shadowfel expands ominously, beauty who speaks to you. The woman reveals yourself with the essence of their anarchic realm.
threatening to swallow that of the Feywild, and only herself to be Verenestra, the archfey of charm and from your body and move for a distance up to your
a mortal may ever hope to stop it. The Queen of the beauty. Verenestra seeks a consort, and claims that speed towards a direction of your choosing. If the
Summer Court has chosen you as her champion, no creature in the Feywild can cut it. She will bestow
Meidan Stride visage ends this movement in the same space as
1st-rank Aes Sidhe feature another creature, that creature must make a Wisdom
sacrificing her hallowed tree to instill you with the her boon to you, so long as you strive to prove your
powers of the fey. What she demands in return, is worth to her. What she has elegantly refrained from saving throw, falling under the effects of hypnotic
Every time you have moved for at least 15 feet
that you strive to restore the balance and save her telling you though, is that more mirrors such as yours pattern on a failed save, as the visage vanishes in a
during your turn, you may use your momentum to
people from the looming darkness. were handed out to mortals, offering the same boon burst of color. If the visage ends its movement in
gain the effects of the blur spell until the start of your
to them and inciting a deadly rivalry. an unoccupied space, you teleport to the visage’s
next turn, or until you are hit by an attack.
position and the visage disappears.

Faerie Heritage You can use this feature a number of times equal to
The Fey Courts 2nd-rank Aes Sidhe feature your Mythic Rank, and you regain all expended uses
when you finish a long rest.
You have advantage on saving throws against being
Seelie Court: Also known as Summer Court, the Seelie Court embodies the brighter and more benevolent
charmed and frightened, magic can’t put you to
aspects of the Feywild. It is ruled by powerful archfey known for their beauty, grace, and vibrant personalities. Court Allegiance
sleep, and you know how to speak, read and write
It tends to be associated with concepts such as joy, growth, and creativity. Fey creatures aligned with the Seelie 5th-rank Aes Sidhe feature
Sylvan. You also now have two creature types: fey
Court often exhibit a whimsical nature, delighting in playful mischief, and offering aid and guidance to those
and your previous type.
they deem worthy. Your mythic power advances to a point that you
become noticed by the mighty and cunning
In addition, every time you succeed on a Charisma
Unseelie Court: The Unseelie Court (also dubbed Winter or Gloaming Court) represents the darker and more sovereigns of the fey. You must definitively decide
(Persuasion) or Charisma (Deception) check against
grim side of the Feywild. Its archfey rulers are enigmatic beings of cold and shadow, contrasting the warmth where your allegiances lie among the hierarchies of
another creature, you can cause it to fall under the
of the Summer Court. It is associated with themes of darkness, secrecy, and primal instincts. Fey creatures the Feywild, choosing between the Seelie Court, the
effects of charm person. Every time you succeed on a
aligned with the Unseelie Court can be capricious, engaging in cunning trickery and occasionally displaying a Unseelie Court or being a Wildfey; unpledged to
Charisma (Intimidation) check, you can cause it to
malevolent side. either of the two Courts. Depending on your choice,
fall under the effects of cause fear. You do not need
you gain the following benefits:
to spend an action or maintain concentration for
Wildfey: True to their chaotic and unpredictable nature, many fey exist far distanced from the courts, valuing
either of these effects.
absolute freedom above anything else. They laugh at the ridiculous feuds of the two courts, content to simply Seelie Court. You can cast conjure fey once before
exist as leaves in the wind, riding the waves of change brought upon their home and beyond. you finish a short or long rest, without expending a
You can use this feature a number of times equal to
spell slot. The level of this spell is equal to 3 + your
your Mythic Rank, and you regain all expended uses
Depending on their relation to the members of a Court and the origin of their powers, the features of an Aes Mythic Rank.
when you finish a long rest.
Sidhe differ in visualization and even nature.
Unseelie Court. You can cast phantasmal killer
Dance of the Mayflies once, before you finish a short or long rest, without
3rd-rank Aes Sidhe feature expending a spell slot. The level of this spell is equal
to 3 + your Mythic Rank.
You can use your action to cause a kaleidoscope of
magical mayflies to spring into existence all around
Wildfey. You are constantly under the effects of
you. The mayflies glow with a vibrant blue, green,
freedom of movement.
or violet light (your choice) and dissipate after 1
minute. Every time you hit a target with an attack
In addition, your physiology has altered so extremely
while the mayflies are active, that target also falls
that you are no longer considered a humanoid.
under the effects of faerie fire for the next minute.

Once you use this feature, you can’t do so again until


s,
you finish a short or long rest.
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In fields of mer’s radiant dream
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The Seeli a r mth and li
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A sympho - First stan
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Chapter II: Mythic Paths ssing of an
Chapter II: Mythic Paths
a
37 after the p 38
The Lich
Lichdom
The utmost insult to creation lies within the
blasphemous act of defying death itself. Immortality, In their pursuit of limitless arcane knowledge or
a sacred privilege long reserved for deities and their attainment of a divine cause, many practitioners
chosen disciples, is contested by an unholy challenge of magic have encountered the same barrier; life
that reverberates across the heavenly palaces. No can be too short for such a grandiose cause. When
greater transgressor of this boon exists than the lich, immortality is denied upon them, some choose to
a powerful undead spellcaster who denies all sanctity tread more sinister paths to wrest it for themselves.
of life in exchange for immortality. Legends speak of
heretical priests and deranged arcanists that scour The process of becoming a lich is initiated with
the lands in an attempt to transcend the boundaries the creation of a phylactery, an object of great
of mortality and ascend to an unparalleled throne of importance that serves as the vessel for the
eternal sovereignty, a potent symbol of triumph over practitioner’s soul. They are often small, ornate
life and death. containers, such as a jeweled box containing their
heart or a skull, though some liches prefer to use
Through relentless research and abhorrent powerful artifacts or even weapons. Through dark
experimentation, those who emerge unscathed necromantic rituals, the spellcaster binds their soul
from this terrible process unlock a dark secret—a to the phylactery, ensuring that it will continue to
means to defy death itself. The life essence of these exist, should their body ever be destroyed.
blasphemers, tainted and corrupt, is encapsulated
within vessels known as phylacteries, housing their To separate body and soul is a profoundly
twisted souls and granting them a means to escape despicable act however. The ritual usually involves
their inevitable end. Delving into dark rituals and the consumption of deadly poisons that wither the
consuming forbidden knowledge, a lich relinquishes organs, spellcasting performed in the dark speech
both their moral compass and mortal coil, thirsting and the sacrifice of living beings. Such a ritual is
insatiably for enlightenment, dominion, and usually performed in hidden and isolated places,
everlasting unlife. requiring utmost focus for long periods of time
and a desecrated land to amplify the ritual magics
To become a lich is to defy the laws imposed by awakened. The spellcaster endures excruciating pain
nature and the gods; the sacred orders that uphold and suffering throughout the transformation, as
the delicate balance of existence and the very their mortal flesh decays into something profane and
essence of life. For the lich, mere mortals are naught twisted.
but insignificant pawns, to be utilized, tested, and
discarded once their purpose is served or until they The reward for such an act is well worth it for
crumble under the weight of their own torment. a rare few, combining the gift of immortality
In this relentless pursuit to gain immortality and with incredible new powers, fueled by souls they
boundless knowledge, all boundaries dissolve, and continuously feed into their phylactery in order to
morality becomes an inconsequential whisper in the secure their prolonged existence.
winds of their terrible quest.
Due to the secrets of lichdom being a tightly held
secret, deviations of the ritual are constantly created,
leading to variations of liches, each with their own
A blade, heated in hellfire unique characteristics and purposes. One such
and quenched in holy water. example is the archlich. Created through a perfected
If a mortal soul cannot endure such dichotomy, ritual, an archlich is unaffected by its tainting
energies, retaining all the memories and personality
what alloy could tolerate the technique?
they possessed in life, along with increased mastery
- Musings of Metal, Chapter III over the arcane. Another would be the ancient elven
liches who chose the path of undeath to protect and
guide their kin for centuries. These entities have a
benevolent nature and often serve as wise advisors or
guardians to defend against powerful threats.

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Becoming a Lich Mythic Ranks Soul Casting Aeonian Plague
Once you attain mythic status as a Lich, you gain 2nd-rank Lich feature 5th-rank Lich feature
In order to become a Lich, you suffer the severance access to multiple abilities that use the power of
of your soul from your body. Whether of your own Deathless forces succumb to your will. Υou gain a You gain truesight in a 60-foot radius around you.
souls to produce powerful necromantic effects, bonus +1 to your spell attack modifier and spell save In addition, you gain resistance to cold, lightning
volition or not, this throws you into a despicable as you enter the path of reaching the pinnacle of
journey of undeath. Examples of significant DC when casting spells that belong to the school of and nonmagical bludgeoning, slashing and piercing
lichdom. necromancy. damage, along with immunity to the charmed,
events that might bring this moment forth, are the
following: frightened and paralyzed conditions, as well as any
Reborn Through Death In addition, you gradually gain access to additional effect that turns undead.
1st-rank Lich feature necromancy spells. By drawing upon the soul
Birthright. In a gambit to cheat their own death,
a deity instilled you with a fragment of its divine essence stored into your phylactery and spending Finally, when you cast create undead through Soul
Your body has withered away into a new, undying
spark. Before the process was over however, the deity a number of its available charges equal to the level Casting, you may choose to create or reassert control
state, while your soul has been eternally bound to
was vanquished, its demise leaving an eternal mark of the spell you intend to cast, you may cast any over a single undead creature of a type that you are
your phylactery. Your physiology alters so extremely
upon you. As the god’s decaying body drifts through single necromancy spell. Necromancy spells cast familiar with or have seen in the past. The Challenge
that your creature type turns into that of an undead.
the planes, so too does your existence wither, being in this way cannot be of a spell level higher than Rating of that creature cannot be higher than 5.
You don’t need to eat, drink, or breathe. You don’t
tethered to it as its vestige. When the last living your Mythic Rank. When casting a spell from this
need to sleep, and magic can’t put you to sleep. You
person to remember the deity’s name has perished, list, your spellcasting modifier is replaced by your
can finish a long rest in 4 hours if you spend those
the powers of your fragment ignite, setting you upon Mythic Rank.
hours in an inactive, motionless state, during which
a path to claim your legacy. you retain consciousness. In addition, you gain
resistance to necrotic and poison damage, as well as Defiler of Life
Destiny.The moment of your birth, the stars spelled immunity to exhaustion and the poisoned condition. 3rd-rank Lich feature
death. A sickly life has only been the precursor of
As an action, you can drain the life force of
what is to come. As the celestial bodies realign to To benefit from your phylactery, you must nearby creatures. Each creature of your choice
open the magic pathways to the planes of death and continuously fuel it with the souls of other creatures. within 20 feet of you must make a Constitution
darkness, your powers begin to awaken. When a creature within 60 feet of you that is not a saving throw. On a failed save, a creature takes
construct or undead dies, you can use your reaction an amount of necrotic damage equal to six rolls of
Gift. In exchange for servitude, a malignant entity to siphon its soul into your phylactery; even if it is your Mythic Die and cannot regain hit points until
such as a demon prince of undeath, has gifted you currently not on your person. Upon doing so, the the start of your next turn. On a success, a creature
with blasphemous powers. Thanks to this pact, you creature’s soul is trapped in the phylactery as per the takes half as much damage and suffers no additional
have been absolved of your feeble mortality. You imprisonment spell (minimus containment option), effects. In addition, you regain hit points equal to
exist as a mockery of both life and death, desecrating and the phylactery gains a number of charges equal half the amount of necrotic damage dealt in this way.
the former while wielding dominion over the latter. to that creature’s highest ability score modifier
As your power grows however, you seek ways to (minimum of 1). The phylactery can hold a number You can use this feature for a number of times up to
sever your binds of servitude and eventually rise of charges up to your character level and consumes your Mythic Rank before finishing a long rest.
above your benefactor. 1 charge every 24 hours in order to sustain its dark
magics.
Inheritance. You have spent your life pouring Touch of Decay
over cryptic texts, while avoiding the pitfalls of If you are destroyed while your phylactery is intact 4th-rank Lich feature
incomplete research and empty promises of power. and has at least 1 remaining charge, you gain a new Your mere touch is enough to disrupt a creature’s
Talent, insight and incredible determination have body in 1d10 days, regaining all of your hit points life essence, as sinister forces emanate from within
culminated in the creation of a unique ritual of and becoming active again. Your new body appears you. By using an action, make a melee spell attack
ascension to lichdom; a vile and deathless path that within 5 feet of the phylactery, and all of its remain- against a target within your reach, replacing your
few mortal beings can begin to fathom, and even ing charges become expended. If your phylactery is spellcasting ability modifier with your Mythic
fewer would dare to follow. destroyed, you need to perform a ritual that lasts for Rank. On a hit, the target takes an amount of cold
8 hours and spend an amount of materials worth at damage equal to four rolls of your Mythic Die and
Relic. Fate or bad luck decreed that a powerful least 30,000 gp in order to create a new one. must succeed on a Constitution saving throw or be
necromantic item found its way into your
paralyzed for the next minute. The target can repeat
possession. Upon touching the blasphemous artifact, While the phylactery holds its maximum charges, the saving throw at the end of each of its turns,
your body and soul were painfully severed. Whether you have resistance to nonmagical bludgeoning, ending the effect on itself on a success. You can use
the empty phylactery of an ancient lich or the holy slashing and piercing damage. this feature for a number of times up to your Mythic
relic of a god of death, it now contains your soul,
Rank before finishing a long rest.
while your body rapidly deteriorates.

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Mythic Trials
The trials that allow a Lich to gain more power
revolve around trapping powerful souls, increasing
structure to your desire. Furthermore, you sought
out the bones of ancient kings, renowned sorcerers
and feared warriors to arrange within your
A Dragon’s Soul
Third Lich trial
III Kings and Pawns
Second Lich trial
II
the potency of their necromantic foci and raising catacomb, creating a nexus of dark energy. As it
powerful undead followers to echo their decaying neared completion, you performed a final ritual to Dragons are thought to be amongst the eldest, most An esteemed member of a kingdom’s nobility or
energies. Fulfilling any trial of your rank or higher desecrate the unholy sanctuary. The entire endeavor primeval beings of the multiverse. They are eternal, trusted counselor to its sovereign has secretly
results in accessing the next mythic rank. Built required ingredients costing no less than 50,000 gp. solemnly witnessing the passing of the eons, growing become your acolyte, or had its mind dominated by
around these notions, examples of such trials follow: into power that may tower over every other being in your will. You have used this individual’s influence to
existence. The potential that lies in such a creature’s forward your schemes and destabilize the kingdom’s
Ties that Bind
I
Necronomicon
Fourth Lich trial
IV soul is unimaginable; yet you have managed to
grasp it. You have locked a powerful dragon’s soul
structure, having them pour poison into the
sovereign’s ears and urge them into making decisions
(CR 17+) into your phylactery, through a ritual that that they otherwise wouldn’t. At the pinnacle of this
First Lich trial
You have traversed through realms of horror turned the once-magnificent being into a wretched deceit, you watch your plans unfold with glee, as the
and nightmare, having gazed upon the tears that reflection of its former self. A horrendous dracolich. sovereign orders the symbols of a deity and protector
The agonizing process of severing of your soul from
harbor the deepest, most absolute darkness of the of the realm to be torn down, its followers banished
your body was incomplete, upon the creation of

IV
multiverse. There, you have acquired an artifact of The Infernal Crown from the land. The angst felt by this betrayal
your phylactery. In order to be utterly free of life and
necromantic power, the very existence of which throughout the kingdom’s population is weaved into
its tethers, you will have to venture to the ethereal
makes the divine rulers of the cosmos shiver in fear; Fourth Lich trial your entity, enhancing your power.
lands of the dead, where lost souls wander for
eternity. There, you will be able to find fragmented a book containing all that is vile in the universe.
echoes of what was once yourself. Confronting these
spectral manifestations of the past, as well as your
former life’s deepest regrets, will ultimately sever the
Through its forlorn pages, you have unlocked the
secrets to unfathomable power, and applied them to
perform a forbidden ritual. This ritual changed the
From all the beings in existence, few can fathom
a more ruthless and malicious entity than the
archdevils of the Nine Hells. The princes and
Cult of the Dark One
Third Lich trial
III
emotional ties that bind you to mortality. Only by region you performed it at irrevocably, turning it princesses of the infernal realm reign supreme,
letting go can you truly embrace your new nature. into a bleak and desecrated landscape that may now harvesting the souls of sinful mortals that had the You have managed to infiltrate a powerful circle of
only host spawns of undeath, while allowing you folly of striking bargains with their guileful agents. magi, promising power to those who follow you,
to ascend to a new state of being, more mighty and These souls become infused with the archdevils’ very while working behind the scenes to undermine
Rite of the Forsaken
Second Lich trial
II invulnerable than ever. A heresy perfected. essence, empowering them or bolstering the ranks
of their armies. To seize the soul of an archdevil,
or vanquish those who would oppose you. In the
end, you assumed control of the circle, as well as its

I
Soul’s Requiem is to potentially gain hundreds of thousands of knowledge and resources. Now standing at the head
souls, accumulated by the mighty fiend throughout of the table, you’ve commanded the archmages of the
In your dark path to perfect lichdom, you have
First Lich trial the eons of its rule. This is a task that no sane circle perform an advanced ritual on you, channeling
uncovered the location of the Triumvirate of
individual would dare imagine, yet you, through their arcane powers into your being.
Oblivion. In a desolate and forsaken wasteland, this
Through claiming souls to gain power, you have scheme and artful deceit, have managed to attain the
council of liches eventually brought a kingdom to

IV
discovered that each of them differs in potency. In unattainable. You have defeated an archdevil, locked A Deathless Realm
ruin. Should you venture to that dreaded location
order to achieve new heights of undeath, you have its soul into your phylactery, and thus risen into
and defeat the powerful mummy lords or similarly
to bind the soul of a powerful mortal, such as an power that surpasses even your own expectations. Fourth Lich trial
potent undead that haunt it, you will be able to
commune with the ancient liches and bind their archmage or high cleric.
powers with your own. The Lethean Archives
I You have long struggled upon the path of achieving

II
Quintessence of Duality the pinnacle of undeath; victory over life by
First Lich trial changing the world to your image. The groundwork
The Black Tower
Third Lich trial
III Second Lich trial
You’ve known of a vast library, one that holds a trove
of knowledge on the history of the world and the
has been laid in painstaking fashion; the last bastions
of all that is sacred and good dispatched. Within a
deeply desecrated land, you set out to create more
Embodying the contradictory aspects of good and
evil in every way, few individuals know that celestials arts of the arcane. What few knew, is that this library undead than the world has ever witnessed. Weaving
You have reached a point where there is little
and fiends share an essentially common trait; their also features a secret vault that safekeeps forbidden a delicate balance between maintaining control
knowledge that can offer more power to your
bodies and souls are one and the same. The power records of occult practices. In order to attain this and cultivating a decree of autonomy in your new
being. Instead, your energies must be focused and
that lies in such souls is vastly superior to that of knowledge and use it to forward your own goals, subjects, you have created an undead society of
channeled in order to be honed further. To that
a mortal’s, since it is untethered to a fleshbound you’ve desecrated the library’s grounds, turning legions under your rule. With your work complete,
end, you decided to build a dark mausoleum to
vessel. You had set your eyes upon this power and the custodians or order of chronicles that used to you stand as the sovereign of an undead nation that
house your magics. Such a construction was long
managed to seize it for your own devices, by binding oversee it into ghouls or spectral haunts, bound to stretches over miles of withered and lifeless lands.
and arduous, requiring the carving of intricate
an ice devil or similarly powerful celestial or fiendish your service for all eternity.
necromantic sigils onto the walls that bind the
creature into your phylactery.

Chapter II: Mythic Paths Chapter II: Mythic Paths


85 86
The Prophet Becoming a Prophet
What does the future mean to one who can envision Whether through happenstance or the will of a
what it holds? Does it bring liberation, or rather higher power, you become a Prophet as soon as you
confinement to be capable of perceiving what is yet witness your first glimpse of the future. Though
to come? And most importantly, can one change the you may have discarded them as insignificant
destiny the Fates have in store for them, or are they at first, these prophetic visions eventually shake
merely a pawn to their unfathomable will? you to your very core and become of paramount
importance to you, as you feel certain to be both
Questions such as these present themselves in the gifted and cursed by knowledge that everyone else
path of a Prophet, one who has witnessed that which is oblivious to. From this point on, you aspire not
is meant to pass. The burden of such knowledge only to understand and interpret the meaning of the
rests heavy upon their shoulders, with weight as portents that you receive, but also to make crucial
great as the consequences it shall bring upon the decisions around them; as everything that you hold
world and its many people. Decisions must be dear may hang in the balance.
made, as the Prophet constantly seeks the wisdom
to know right from wrong, the strength to endure Birthright. When you were born, the vestige of
the responsibility of tragedies that could have been a dead God instilled its waning essence in you.
averted and the wit to prepare for salvations that will Decades later, these dormant powers suddenly
never come. unravel by revealing cryptic omens of the future
to you. The enemies however that would whisper
But most importantly, the Prophet must make a the death of a deity have also noticed you, as your
mortal choice; the outcome of which even they struggle to comprehend your birthright begins.
cannot foresee. Will they place their faith in the
workings of the Fates, becoming an observer as they Destiny. Shunned researchers of magic speak of
unravel before them? Or will they rise up to defy the concept of unavoidable fate and the universe
them, deeming the price too great to pay? repeating itself time after time. Their only clue
remains an alignment of celestial bodies as they
move across the stars. You witnessed this alignment
yourself and in a glimpse, you saw all that is destined
The Initiator to happen until the next alignment. Unable to truly
comprehend it at that time, nevertheless, you were
Due to their cryptic and open-ended nature, forever changed by this event.
Prophets are well positioned to act as the force that
binds a group of adventurers together. It is a path Gift. A being of immense power has granted you
that is not so constrained by alignment, which can visions of an event that will change the world as you
therefore be subtly influenced by you and the visions know it, as well as the responsibility to share this
you grant to it, as the DM. knowledge with all of mortalkind. Alas, not all will
be eager to welcome a future such as the one you
In a mythic campaign, where multiple story arcs have envisioned.
are brought to the spotlight, a Prophet can serve
as a common thread that connects the disparate Inheritance. Upon witnessing the public execution
narratives of the characters. Perhaps this is done of a man declared as a featureor to the kingdom and
through tantalizing clues given to the Prophet, who its Gods, your gaze met with that of the condemned.
is guided to bring together the destined mythic In this silent moment, divine intuition washed over
characters and unite them under a cause. At the you, permeating your body and mind. His essence
same time, this mythic path can serve as the lens that now passed unto you, you are haunted by visions
focuses the party’s efforts, who look to the prophet to and omens of the future. Once, they only plagued
gain further insight into their common enemies. you in your sleep, but with time they were inflicted
upon you in your waking reality, demanding you to
investigate the circumstances under which you were
cursed.

Chapter II: Mythic Paths Chapter II: Mythic Paths


87 88
Chapter III: Mythic Talents In order to acquire a Mythic Talent, a character must

M
be eligible for it. Some talents have particular class
ythic Talents stand as the prerequisites in order to be selected, while others
largest variant ruleset presented are intricately woven into the lore and abilities of
in this book. They are additional specified Mythic Paths. If at some point, a character
options for your mythic loses a prerequisite (such as losing their Mythic
characters, which enable further Path), they cannot use the talent until it is regained.
customization of their abilities Unless otherwise noted by its description, a talent
while adding to their complexity and potential as a cannot be picked more than once.
whole. Much akin to character feats, they are treated
as optional since they can make the character who List of Mythic Talents
wields them significantly stronger and relatively
more complicated. Below follows a list of Mythic Talents, which can
be selected by a character as they advance in their
Mythic Talents are bestowed upon a character as Mythic Rank, presented in alphabetical order:
they advance in their Mythic Rank, signifying their
growing connection to the legendary forces that
underpin the cosmos. In essence, they are special Amelioration
abilities, honed through one’s trials, that grant Upon targeting another creature with a spell or
them extraordinary advantages in combat, social magical effect that allows it to regain hit points, any
interactions and exploration. They represent the excess hit points regained beyond the creature’s hit
manifestation of the mythic character’s profound point maximum become temporary hit points that
growth as well as what makes them unique, while last for the next minute. The number of temporary
complementing their gameplay experience and hit points gained in this way cannot be higher than
adequately equipping them to prevail against their half of the creature’s hit point maximum.
mythic adversaries.

In this chapter, you will find detailed information on Ample Magic


the Mythic Talents, along with a long list of options Prerequisites: Spellcasting class feature
and guidelines that will allow you to incorporate You gain additional spell slots for your spells. The
them into your games. spells slots you gain depend on your Mythic Rank
and are detailed in the Ample Magic Spell slots table
Acquiring Mythic Talents below. If your Mythic Rank increases while you have
this Mythic Power, you gain the additional spell slots
Mythic Talents are only accessible by characters who
at the end of a long rest.
possess mythic power. As the character’s Mythic
Rank increases, they gain a deeper understanding of
their own mythic potential, allowing them to unlock Ample Magic Spell Slots
and harness a new Mythic Talent. A character gains Mythic Rank Additional Spell Slots
a Mythic Talent every time they complete a Mythic
1st 2 1st-level
Trial and advance to a Mythic Rank beyond the
1st. Therefore, each mythic character can acquire a
maximum of four Mythic Talents, as soon as they 2nd 2 1st-level, 1 2nd-level
have reached the 5th rank of their Mythic Path.
3rd 3 1st-level, 1 2nd-level, 1 3rd-level
Alternatively, each time a character is allowed to
gain a new Mythic Talent, they may choose to forgo 4th 3 1st-level, 2 2nd-level, 1 3rd-level,
doing so and instead benefit from the Ability Score 1 4th-level
Improvement feature, increasing an ability score of 5th 3 1st-level, 2 2nd-level, 1 3rd-level,
their choice by +2 or two ability scores by +1 each. 1 4th-level, 1 5th level

Chapter III: Mythic Talents Chapter III: Mythic Talents


105 106
Mythic Augmentor Parlor Trick Phantom Presence Shadow Plunge
Prerequisite: Jester Prerequisites: Aes Sidhe
Whenever you cast a beneficial spell requiring While you are using your Hide action, any creature
concentration that targets yourself or an ally, that When you use your Uncanny Impressionism feature that can’t beat your Dexterity (Stealth) check can’t As an action, you may enter the shadow of a willing
spell may be automatically Twinned, as per the to imitate a creature with the Spellcasting ability or detect you or your position through blindsense or creature, gaining full cover. As long as you remain
sorcerer’s Metamagic feature. Such a spell cannot be Spellcaster trait, you gain limited mimicking of its tremorsense. In addition, if a creature that you can within the creature’s shadow, you move with it and
further modified by similar abilities. magic. For the duration of the effect, you can cast see uses the Search action to discover your position, share the creature’s senses. You also gain the ability
one spell the creature knows and can cast, whose you can use your reaction to take the Hide action to telepathically communicate with it. You may exit
Mythic Brace level is equal to or lower than your Mythic Rank. immediately. Finally, when you are required to make its shadow at any moment (no action required) and
Your Mythic Rank counts as your spellcasting a Wisdom saving throw against a divination spell or appear in an unoccupied space within 5 feet of it. If
You plant your feet into the ground, bracing against modifier, in regard to casting spells in this way. You a magical effect to gather information on you, you the creature takes damage while you are within its
an opponent that charges at you. While wielding a can use this talent for a number of times equal to can make a Dexterity (Stealth) check instead of the shadow, you must succeed on a Concentration check
weapon with the reach property, you may take the your Mythic Rank, before finishing a long rest. required saving throw. of DC equal to 10 or half the damage the creature
Ready action to strike at the first enemy that enters took (whichever is higher), being forced to appear in
your weapon’s reach. If you do, the next successful Peerless Tactician Relentless Assault an unoccupied space within 5 feet of the creature on
hit against an enemy that has moved for at least 20 Prerequisite: Warlord failure.
feet, is considered a critical hit. Every time you make a weapon attack and miss, you
Upon making an initiative check, you may gain advantage on the next weapon attack you make Shape of Me
Mythic Charge choose an ally that you can see who has not during the same turn. Prerequisites: Lich, Prophet, Wondermaker
taken a turn in combat yet, and give them a
The first melee attack you make after moving bonus or a penalty to their initiative Rider of Nightmares You invest a part of your divine power into the shape
for at least 20 feet in a straight line during a check equal to a roll of your Mythic Prerequisites: Death Knight of a creature, creating an extension of yourself. You
turn, has advantage and deals additional damage Die, changing the initiative order know and can cast find familiar, without expending
equal to a roll of your Mythic Die. accordingly. You can cast find greater steed without expending a a spell slot. You may do so by dedicating the time to
spell slot, but the spirit may only take the form of a perform a more complicated ritual, over the course
Mythic Loremaster nightmare. Once you have used this talent once, you of a long rest. Depending on your path, the familiar
cannot use it again until the next dusk. takes a nature that closely resembles yours, taking
Every time you make an Arcana, History, the shape of an undead, a construct or a herald of
Nature or Religion ability check, you may add Savior’s Celerity omens, such as a raven. When summoned in this
a roll of your Mythic Die to the result. Prerequisites: Exemplar way, your familiar has 10 hit points for each of your
Mythic Ranks. In addition, there is no range limit to
Mythic Taunt As a reaction to an ally that you can see dropping the use of its abilities. Finally, anytime you or your
to 0 hit points, you can immediately take a turn. familiar takes damage, you may split the damage
Through your combat expertise, you You maintain your original position in the Initiative evenly between you and your familiar as if using
may create an enticing opening to count. During your next regular turn, you cannot warding bond.
deliver a lethal blow to your enemy. take any actions. Once you have used this talent
At the end of your turn you may once, you cannot use it again until you have finished
choose to turn the next attack that
Skillful Display
a short or long rest.
hits you into a critical hit. Upon Choose one skill that you have proficiency in. Every
suffering that hit, each creature Seer’s Prescience time you make an ability check using that skill, you
within reach of the enemy that Prerequisites: Prophet may add a roll of your Mythic Die to the result.
hit you can make an opportunity Additionally, instead of rolling 1d20 for the ability
attack against it. You may choose a creature and focus your prophetic check, you can calculate your result as if you had
powers on them as the universe unveils its plan for rolled a 10.
it in front of you. Roll a d20 and record the number
rolled. Once before they complete a long rest, the
Soothing Winds
creature can replace an attack roll, saving throw, or
ability check made by it or a creature that it can see When you are subjected to an effect that allows you
with this foretelling roll. It must choose to do so to regain at least 10 hit points, each ally within 20
before the roll. feet of you regains a number of hit points equal to
your Mythic Rank.

Chapter III: Mythic Talents Chapter III: Mythic Talents


113 114
Chapter IV: Legacy

G
Tracking Your Legacy
reat deeds have a resounding
effect throughout the cosmos, echoing To effectively utilize the Legacy system, it is crucial
in the hearts of the common folk to calculate and consider three key values: the full
and shaping the world around them. Legacy score, half of the Legacy score, and a quarter
People naturally gravitate towards of the Legacy score. These calculations should be
acts of greatness, adding their own performed in advance whenever there is a change
personal flair as they recount and sing about in a character’s or party’s Legacy threshold. By
them, while they incorporate them as parables or preparing these figures ahead of time, you can
cautionary tales into their own lives. Due to this, seamlessly adapt and accommodate the Legacy
the acts performed by a Mythic character carry even system, ensuring a smooth and consistent experience
greater weight, often traveling much farther than for the characters and the party.
they themselves have reached, growing larger than
life, and eliciting either the adoration of the masses
or invoking terror and distress. This is a hero’s
Legacy, an imprint upon history itself, which, despite Gaining and Losing Fame
its moral nature, is bound to define their journey A Legacy is not built overnight. Time is required
and the myth that follows them. for one’s exploits to be heard and sung for. After a
Deed has been performed, the Legacy score of the
At its core, Legacy is a system that represents how character responsible for it may increase accordingly
the public perceives a character and reacts to their within a range from a few days to a few weeks’
presence. It encompasses the many great deeds passing, according to the gravity of the Deed and the
that bring life to a legend and aims to make such DM’s discretion.
renown a part of the world, by allowing characters
to call upon it or be hampered by it. As the legend As long as such a grand task is important enough
grows, heroes can be hounded by local peasants to cause their fame to grow, an individual gains a
and lords looking to express their gratitude or enjoy new title inspired by their character and flaws, and
the benefits of having their name accompanied enters the appropriate Legacy Threshold as depicted
by chilling fear. Legacy is dynamic; it is meant to in the Deeds and Legacy table presented below. For
change throughout the course of a campaign and is example, completing any task of similar difficulty
not uniform across a whole setting, as vast distances and theme to a 2nd-tier Mythic Trial, would grant
make such tales distort and eventually wane. Yet it is them the Legacy of a Famed Champion or an
a simple way to take into account the public history Infamous Scourge — depending on the actions they
of an individual character or a party and its impact performed — and a Legacy Score of 25.
on the attitude of the world towards them, as well
as the attention they bring to themselves. However, Some may try to hide their own deeds behind a
that fame is a double-edged sword, and its effects moniker that may grow its own Legacy or even
can be both beneficial and detrimental. When rising obscure their involvement in certain achievements.
to fame by defeating a well-established warmonger, The opposite may also be true. A propaganda
people quickly find themselves looking towards campaign may lead characters to claim deeds
you for help. Yet nothing is more dangerous than and accolades not earned, but usually these are
becoming a villainous adversary yourself, for your cautionary tales for what ill-gotten fame gets
enemies can personify their grievances to you or someone.
your allies and unite against you.

Deeds and Legacy


Deed Legacy Threshold Legacy Score
Complete a 1st-tier Mythic Trial Local Hero Local Villain 25
Complete a 2nd-tier Mythic Trial Famed Champion Infamous Scourge 50
Complete a 3rd-tier Mythic Trial Warden of the Realm Terror of the Realm 75
Complete a 4th-tier Mythic Trial Living Legend Dark Menace 100

Chapter IV: Legacy Chapter IV: Legacy


119 120
Chapter V: This simple polarity encapsulates the eternal conflict Of Hubris and Nemesis A Nemesis is a uniquely powerful entity; one that
between light and darkness, good and evil, as well wields mythic powers and champions ideals that
Mythic Antagonists as the incompetence of either to exist or to define As a character accomplishes trials of mythic allow it to become the major villain of a particular

H
itself, without the presence of the other. For as the proportions, not everyone is bound to be pleased mythic character’s saga, defining their story
eroes are made through mere hero embarks on a mythic path, chasing after a by the choices they make. There are those who throughout the course of a campaign. At first, a
mortals who rise to overcome the promised destiny and claiming a legacy worthy of will disapprove of their actions or take insult in Nemesis may take offence in a character’s or the
impossible ordeals brought upon them remembrance, another power stirs someplace else them, observing their growing legacy with envy party’s actions. This becomes more apparent through
by the fates, where others would cower in the cosmos. A power indifferent or oblivious and spite. Naturally, the more a hero’s power and the context of the Mythic Trials they accomplish
and settle for a life of mediocrity. of its correlative at first yet set upon a collision fame grows, the greater the influence of those who along the way (see Chapter II: Mythic Heroes). As
They set examples for their peers to course with it, because destiny itself has willed it would oppose them becomes. Whether consciously soon as the Nemesis recognizes them as a threat to
follow, learn and grow, or rather heed with caution. so. This unstoppable force is bound to be tested or unconsciously, the acts of Hubris they commit its schemes or personal aspirations, it employs its
But what is a hero without their counterpart? against an immovable object, as the two antagonists lead to the provocation of formidable entities who assets to hinder or foil their plans altogether. Should
The ultimate antagonist and embodiment of their are foredoomed into a tragic dance of rivalry and eventually decide to take action against them, setting the characters emerge victorious over every obstacle
struggles, who grows alongside them, yet opposed to conflict; for as long as either exists, the other may obstacles upon their path or acting to vanquish and trap posed against them, their Nemesis resorts
everything they stand for? never be allowed to prevail. them. These beings are known as Nemesi. to dealing with them personally.

Chapter V: Mythic Antagonists Chapter V: Mythic Antagonists


125 126
Sigvald of Hecatomb. Sigvald knew well that his heretical path
had no return. In order to revive and harness the
the Hundred Hands power of the Hecatoncheiras, Sigvald sacrificed
a hundred innocent lives and soaked the titan’s
Little is known of the ancient age of the
remains with their blood. As the sands turned
Titanomachy, and the days of yore when gods
crimson, a hundred hands sprouted from Sigvald’s
walked upon the material world and fought the
body, who was finally granted what he desired;
titans for dominance. The olden lore is lost to time,
and more. Such power proved to be more than he
and for good reason, since it contains the most
could bare, as the voices of those he had sacrificed
well-kept secret in the multiverse; the way to kill a
would scream and howl in his mind, threatening
god. Should it ever come to light, this knowledge
to tear it apart. Any fragments of Sigvald’s morality
could liberate mortalkind from the oppressive yoke
were shattered in that moment, leaving behind
of divinity, allowing mortals to break their primeval
nothing but purpose-driven madness and a lust for
bonds and finally become the masters of their own
vengeance at any cost.
fates. But what happens when a cruel and wicked
mind miraculously unearths such a secret, and then
wields it for personal gain?
Mythic Nemesis
As a Nemesis, Sigvald of the Hundred Hands is
Background bound by the following characteristics:
Such is the way of the forbidden, to wrap its tempt-
Ideal. “The ends justify the means.”
ing ribbons around those foolish enough to chase
after it. Always promising the unattainable in return
Bond. “I shall prove that even the divine masters of
for any sacrifice that is due, it calls to all who find
the cosmos can bleed.”
themselves in absence of alternatives. When the man
known as Sigvald of the Hundred Hands found him-
Flaw. “I would sacrifice anything and anyone to gain
self upon this crucible, he made a perilous choice.
my heart’s desire.”
Oath of Sacrilege. The past of Sigvald is shrouded in
mystery, for he chose to forsake who he once was,
Aspirations
as easily as unlading an inessential burden. What is
Sigvald of the Hundred Hands has two goals that
known is that he was a masterful occultist, whose life
dictate his actions and might lead to involvement or
had somehow been greatly imperiled by the will of a
even clashes with mythic characters.
divine being. Some say it was a curse, unrighteously
bestowed upon his beloved. Others, that Sigvald was
Fearmonger. Sigvald’s ultimate purpose is to destroy
born in a theocratic state, where he suffered under
the deity he antagonizes, which leads him to clashing
the dictatorial tenets imposed upon the commoners
with its followers and those who would protect it.
by the arch clerics. Regardless of the cause, one thing
Inevitably, collateral damage follows his every step,
is for certain; Sigvald now walks a sacrilegious path
as his gray sense of morality does not heed those
of vengeance against the mighty deity and all who
unfortunate enough to find themselves in his way.
pledge their faith in it.
As such, Sigvald relentlessly hunts any figures of
authority in the deity’s clergy and unique symbols of
Titan’s Fall. Sigvald would stop at nothing to see the
its worship, in order to destabilize its influence upon
heavens burn, deeming no price too grand to pay
the world.
for such a prize. His fixation upon his purpose led
him to the farthest reaches of the world, in search
Reach for the Heavens. Lethal and cunning as
of a mythical creature not sighted since the ancient
he is, Sigvald understands well the odds that he
times of the Titanomachy; a Hecatoncheiras. Sacred
is up against in this fight. In order to emerge
codices refer to Hecatoncheires as divine assassins,
victorious, no form of preparation could be
presuming them to be amongst the numbered few
deemed as insignificant. To that end, he scours
entities in the cosmos who could harm a deity.
the world in search of means to further increase
There, amidst the desert sands, he unearthed the re-
his powers, taking interest in only the most rare
mains of such a creature and performed a vile ritual
and extraordinary of assets. Examples of such
that irrevocably malformed his body and mind.

Chapter V: Mythic Antagonists Chapter V: Mythic Antagonists


163 164
attempted to achieve lichdom through self imposed Bond. “By my hand, all will be driven to
mummification, while he still drew breath. A tale nothingness.”
profoundly disturbing, for that would place some
semblance of reason behind the tatters the Walker Flaw. “I am eternal and would rather plan for years
wears. Others are convinced that it is the one who than take action.”
will bring the prophesized end of times, the final
chapter of existence, going as far as to revere the Aspirations
endless wanderer.
The Walker in the Wastes has two goals that dictate
Wandering Anathema. Like grains of sand carried its actions and might lead to involvement or even
in the wind, shaping the landscape anew, the Walker clashes with mythic characters.
in the Wastes can be seen throughout the desert,
languidly traveling, its withered wraps whipping All to Dust. The mummified horror seeks to bring
against the wind. In molds the world in its passing, about the end of all things. To that end it constantly
heralding drought, decay and destruction, whilst searches for ways to increase the size of the desert
leaving behind only arid husks. The dryness it inhabits, utilizing it to make new lands unable to
preserving creatures, cities and forests in their last sustain life. Be it through profane rituals or more
moments of death; a macabre yet eerily magnificent mundane ways, its methods are unshackled by the
sight. binds of morality.

Inevitable End. Many heroes have sacrificed greatly Eternal Scheme. The relentless wanderer has been
in order to stop this malevolent entity, only to find stopped many times before and realizes that if it
it cannot be truly vanquished. As long as its heart hopes to succeed, it must gain more strength during
persists, it will endlessly be birthed anew, within each cycle of destruction. However, material things
the sands it calls home. However, the organ has and alliances with the living are ephemeral. The
long since shriveled and turned to dust joining the Walker constantly hunts for elden lore that will
grains of the desert. With its necrotic energies still in empower it further.
effect, one cannot hope to end the Walker, without
first finding a piece of the heart and regenerating Assets
it to be cleansed or uncovering a way to defeat the
desert itself. Though it has been driven to torpor or Though the Walker in the Wastes is very powerful,
imprisonment in the past, in the end, the Walker it realizes that the battle against life is a war of
outlasted all who would stop it. attrition. Its most important asset is its own strength,
however should it reveal itself too early, more heroes
Awoken Once More. The Walker in the Wastes is no are bound to relinquish their lives in the hapless
mindless husk. It is endlessly driven by a desire to attempt to stop it. Before the time is right, the
bring about absolute purification, transforming the Walker will awaken mummies and other undead
world into a vast desert; a reflection of its perception creatures to do its bidding, as well as create sand or
Walker in the Wastes Background of the barrenness and futility of life. It aims to create salt constructs and enlist the aid of those demented
a place where all traces of life and its burdens are enough to revere it. Though its assets are few, the
The Walker in the Wastes is a figure shrouded in The story of the Walker in the Wastes is riddled erased, and the eternal sand dunes offer solace in wisdom it has garnered throughout countless
mystery, its legend twisted beyond recognition by with unknowns, contradictions and speculations, their serene emptiness. Now, the tattered cataclysm epochs, ensures that they are used effectively.
the savage passing of time. All that is certain, is that its legend as rigid as the shifting sands. Many has been sighted once more and the sands grow with
it is ancient, a tattered dry husk heralding from an hypothesize that it predates the rise of civilization increased hunger for mortal life. Suggested Mythic Paths
era during which even gods could bleed. The Walker for there is no written word about it, no mention in
wanders seemingly aimlessly, bringing the desert recorded history. Only images depict its horrifying Mythic Nemesis A calamity upon creation itself the goals of the
with it and desiccation to all who would not flee in visage, primitively painted on the walls of ancient Walker in the Wastes, position him as a cause under
its passing. It is a force of nature, driven by a singular murals of long forgotten civilizations. As a Nemesis the Walker in the Wastes is bound by which many Mythic Paths have reason to unite. Its
purpose; to bring all to dust. It seeks to bring the the following characteristics: crusade to turn everything to dust knows not the
end of all life, turning a realm of strife, struggle and Shifting Origins. Many speak of the legends that bounds of good or evil, or that of any nation or race,
sorrow, into a canvas of endless solitude, free from birthed this horror, distorting the truth with their Ideal. “All life withers and eventually turns to dust. It making it an enemy to all who wish to preserve their
its burdens and flaws. personal fears and grievances. Some tell of an is pointless to prolong that journey.” existence. However, some mythic characters have
ancient pharaoh who, trusting no one but himself, greater reason to oppose it or meddle with its plans:

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Aes Sidhe. Intimately connected to the forces of • Sandstorm. The Walker casts the fog cloud spell
the fey, and drawing power from the vibrant life (in the shape of a cloud of sand). The Walker can
that teams within the wilderness, the Aes Sidhe see normally through it. Other creatures within
is a mythic guardian of the natural world. Before
everyone else, they are bound to notice the changes
the spell’s area have disadvantage on attack rolls
and Wisdom (Perception) checks.
Walker in the Wastes Divinity or other features granted by a deity for the next minute.
At the end of each of the creature’s turn, the creature can make
Large Undead (Mythic), Typically Lawful Evil
as the mummy’s powers grow and its encroaching another Constitution saving throw, ending the effect on itself on
• Spawns of Dust. The Walker targets 1d4 bodies Armor Class 18 (natural armor) a success.
desert brings all to dust. The life and healing that Hit Points 283 (27d10 + 135)
they can breathe into the land, contradicts the it can see within the lair. Each body turns into Glare of Inner Emptiness. The Walker in the Wastes targets
Speed 30 ft. one creature it can see within 60 feet of it. If the target can see
Walker’s machinations and can significantly thwart sand and a dust mephit magically appears in an
the walker, it must succeed on a DC 21 Wisdom saving throw
its plans, thus demanding a quick and definite empty 5-foot square adjacent to the body. STR DEX CON INT WIS CHA against this magic. On a failed save, the target can’t take actions
answer by it. 20 (+5) 10 (+0) 21 (+5) 13 (+1) 23 (+6) 18 (+4) or reactions, has disadvantage on saving throws and attacks
Mythos Effects against it have advantage until the end of the Walker in the
Saving Throws Con +12, Int +8, Wis +13, Cha +11 Wastes’s next turn. A target that succeeds on the saving throw is
Prophet. The emergence of the Walker is a Skills History +8, Religion +8 immune to the Glare of Inner Emptiness for the next 24 hours.
catastrophe of mythic proportions, bound to change The influence of the Walker alters the flow of fate Damage Vulnerabilities fire (only without form of Mace of Disgregation. Melee Weapon Attack: +12 to hit, reach
the world forever regardless of the final outcome. and shapes the stories where he’s involved. The annihilation); thunder (with form of annihilation) 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus
following effects apply on characters that are playing Damage Resistances bludgeoning, piercing and slashing 21 (6d6) necrotic damage. If the target is a creature, it must
A Prophet may receive portents of this apocalyptic damage from magical attacks (with form of annihilation) succeed on a DC 21 Constitution saving throw or be cursed
event, and act to unite a band of mythic adventurers an adventure where the Walker of the Wastes has an Damage Immunities necrotic, poison, radiant; bludgeoning, with mummy rot. The cursed target can’t regain hit points, and
for the purpose of averting it. active role. This works regardless of the character’s piercing, and slashing from nonmagical attacks its hit point maximum decreases by 10 (3d6) for every 24 hours
location or their proximity to the Walker: Condition Immunities charmed, exhaustion, frightened, that elapse. If the curse reduces the target’s hit point maximum
paralyzed, poisoned to 0, the target dies, and its body turns to dust. The curse lasts
Wondermaker. Though limitless heroes have tried • Fragility of Body. Creatures have disadvantage Senses darkvision 60 ft., passive Perception 16 until removed by the remove curse spell or other magic.
to oppose the Walker in the Wastes, it can never Languages the languages it knew in life
on saving throws against diseases. Challenge 22 (41,000 XP) Mancatcher. Melee Weapon Attack: +12 to hit, reach 10 ft., one
meet its end. For the powerful mummy’s heart is target. Hit: 18 (2d12 + 5) piercing damage. If the target is a
beyond reach. The Wondermaker stands as a threat • Fragility of Matter. When a creature rolls a 1 on Divine Immunity. The Walker in the Wastes is immune to the Huge or smaller creature, it is grappled (escape DC 15). Until
to this method of invulnerability however. Their the d20 for an ability check, attack roll or saving effects of any Channel Divinity ability, including Turn Undead, this grapple ends, the creature can’t be affected or detected by
and can’t be affected or detected by divine spells of 5th level divine spells and Channel Divinity effects and can’t regain hit
mythic powers of crafting can enable them to create throw, one item or object that was relevant for points, and the Walker in the Wastes can’t use its polearm on
or lower, unless it wishes to be. The walker has advantage on
a powerful conduit that can serve as a phylactery for the action (DM’s choice) takes 1d10 necrotic saving throws against any other spells and other magical effects. another target.
the Walker, force its soul into it and finally give the damage. Spellcasting. The Walker in the Wastes casts one of the following
Form of Annihilation (Recharges after a Short or Long Rest).
hero the reach needed to defeat it. If the Walker in the Wastes would be reduced to 0 hit points, spells, using Charisma as the spellcasting ability (spell save DC
• Void Beliefs. Ability checks to question or negate its current hit point total instead resets to 198 hit points 19):
a belief in a superior entity have advantage. and it regains any expended uses of Legendary Resistance.
The Walker’s Lair Additionally, the walker becomes a figure of solid dust, its
At will: bestow curse
2/day each: dispel magic, move earth
Combat features change as indicated in the statblock, it can use its Dust 1/day each: control weather, disintegration
The Walker rarely stays in the same location for long, of Decay as a bonus action, and every creature within 30 feet
since its desire for destruction naturally drives the of the Walker in the Wastes suffers the same effects of being Legendary Actions
The Walker in the Wastes thrives in the heat of grappled by the Mancatcher’s (without being grappled). After
Walker to the four corners of the world. Therefore,
battle, always favoring a devastating assault since it 1 hour, this trait stops working. Award a party an additional The Walker in the Wastes can take 3 legendary actions, choosing
the entirety of the desert it has imbued along with its 41,000 XP (82,000 XP total) for defeating the walker after its
cannot truly die. It will try to move close to as many from the options below. Only one legendary action option can
structures are its lair. Form of Annihilation activates. be used at a time and only at the end of another creature’s turn.
enemies as possible and debilitate them with its
Four-armed. The Walker in the Wastes has two extra reactions The Walker in the Wastes regains spent legendary actions at the
Dust of Decay. Users of divine magic are especially start of its turn.
Lair Actions vulnerable to its Mancatcher and Censer of that can be used only for Mace of Disgregation attacks.
Legendary Resistance (3/Day). If the Walker in the Wastes fails Mace. The Walker in the Wastes makes one Mace of
Anathema. Should an enemy prove especially lethal Disgregation attack.
On initiative count 20 (losing initiative ties), the a saving throw, it can choose to succeed instead.
to it, wielding fire or lightning, it will use its magic to
Walker can take one of the following lair actions; it Rejuvenation. A destroyed Walker in the Wastes gains a new Dust of Decay (Costs 2 Actions). Blinding dust and sand swirls
make short work of them. magically around the Walker in the Wastes. Each creature
can’t take the same lair action two rounds in a row: body in 24 hours if its heart is intact, regaining all its hit points
within 10 feet (or 30 feet with Form of Annihilation) of the
and becoming active again. The new body appears within 5 feet
Usage of magic granted by a deity is especially walker takes 5 (1d10) necrotic damage and 5 (1d10) slashing
• Cursing Words. The Walker casts the bestow of the walker’s heart.
damage, and must succeed on a DC 19 Constitution saving
curse spell on a target within 60 feet. On a failed weak against the Walker in the Wastes. Its Censer throw or be blinded until the end of the creature’s next turn.
save, the target also takes 27 (5d10) necrotic of Anathema can sever the divine connection of
Actions
Whirlwind of Decay (Costs 2 Actions). The Walker in the
damage. a creature, while its Mancatcher renders creatures Multiattack. The Walker in the Wastes can use its Glare of Inner Wastes magically transforms into a whirlwind of sand,
unaffected by it. During Form of Annihilation, Emptiness, attack with its Mace of Disgregation, and use one of moves up to 60 feet, and reverts to its normal form. While in
the following: Mancatcher, Censer of Anathema or Spellcasting. whirlwind form, the mummy lord is immune to all damage,
divine magic does not work in its vicinity.
Censer of Anathema. Divine spellcasters and creatures with the can deal 3 (1d6) necrotic damage and 3 (1d6) slashing damage
Channel Divinity ability in a 15-foot cube originating from the to any creature it moves through, and it can’t be grappled,
Walker in the Wastes make a DC 19 Constitution saving throw. petrified, knocked prone, restrained, or stunned. Equipment
On a failed save, the creature cannot use divine spells, Channel worn or carried by the walker remain in its possession.

Chapter V: Mythic Antagonists Chapter V: Mythic Antagonists


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Chapter VI: Lair Actions. Fighting a monster in its lair is a test
reserved for truly mythic characters. Within these
Mythic Monsters grounds, the creature will be stronger and more

T
resourceful, leveraging the advantage of familiarity
o truly be regarded as heroes with its favorite terrain. Some lairs are further
of mythical stature, characters must enhanced with the mythic powers of such a creature,
confront challenges that match their creating unique effects. Even if the creature is linked
power and renown. It is through facing to a Nemesis and resides in its domain, the location
formidable foes and enduring harrowing where the mythic monster dwells and which it calls
trials that a hero can transcend the home is regarded as its own lair.
ordinary and become the stuff of legends. While
the heroes’ path will be thwarted by their nemesis Regional Effects. The presence of a mythic
at every step, mythic monsters stand as formidable monster extends beyond the boundaries of its lair,
obstacles to overcome in the pursuit of their goals. exerting a profound influence on the surrounding
region. These regional effects are designed
Test of Mettle specifically to represent how the creature’s existence
affects characters in its vicinity, focusing more
The valor of a hero will be tested many times along
on story-shaping game mechanics than cosmetic
their journey. With each test comes a new and
changes to the environment. Unlike the influence
seemingly insurmountable danger, compelling the
of Nemesi, these effects are concentrated in the
hero to push past their limits and grow in pursuit of
immediate proximity of the monster’s lair. At the
victory. While the Nemesi introduced in Chapter IV
DM’s discretion, these can be seamlessly turned into
pose a persistent threat throughout a campaign, each
Mythos Effects (see below) to further enhance the
mythic monster presented in this chapter is designed
narrative of a story based on these entities.
to serve as the primary adversary of a campaign
chapter, story arc or Mythic Trial.
Combat. Similar to the encounters presented in
Chapter IV: Mythic Antagonists, some monsters
Mythic Monsters require further exploration of their abilities. This
section provides recommendations and suggestions
in your Story on how to best run certain encounters, when
In this chapter, you will find ten mythic creatures necessary.
that have been designed for the purpose of serving
as major obstacles or significant plot points for your Mythic Trait
campaigns. Each is created with a rich narrative,
showcasing their part in the world and their Each mythic monster is characterized by a unique
differences from regular monsters, as well what ability that triggers at a certain point of the fight and
is necessary to create a tale that culminates in a that dramatically alters the encounter’s dynamics.
climactic battle capable of challenging even mythic This can encompass additional hit points, new
characters. Each Mythic Monster is presented resistances, immunities or even vulnerabilities,
through the following sections and their respective access to different legendary actions, or other
statblock: modifications to the creature’s statblock.

Background. In this section, you will find a deeper More often than not, the moment when a mythic
dive in the creature’s story and motivations. Each trait triggers carries with it a revelation on the
mythic monster has something that has elevated it creature’s origin, story and powers, as a moment of
above its counterparts, in a way that is often not very truth that allows players to witness and comprehend
different from a hero’s becoming (see Chapter II: the true nature of the mythic creature.For more
Mythic Heroes). The many myths that surround the information on mythic traits and how to create
creature are also included here, along with how they them, see Chapter VI: Designing Mythic Monsters.
interact with the world.

Chapter VI: Mythic Monsters Chapter IV: Mythic Monsters


179 180
Great Stygian Hydra birthed them, they must first unearth what its
warm radiance feels like, by cleaving through the
Deep within the foul waters of River Styx, lies a blasphemous darkness of River Styx and the many
creature of unfathomable malice and insatiable heads of the Great Stygian Hydra.
hunger. No one can claim to know its origins, yet its
very existence is spoken in hushed tones amongst The Hydra’s Lair
the mad and the demented, whose minds have been
The Great Stygian Hydra drifts through River Styx,
twisted by the experience of the Lower Planes.
rarely venturing ashore to wander farther than its
banks. As the River flows through multiple planes
Endlessly feasting upon lost memories, the Great
of existence, its entire length can be considered the
Stygian Hydra grows nourished and empowered by
Great Stygian Hydra’s lair, as long it is currently
the quintessence of oblivion that fuels the River’s
dwelling in the same plane of existence.
dark currents. It would appear that each memory
holds different potential and nutritious value for
the ever-hungering monstrosity, which takes an
Lair Actions
exceptional liking to those of oathbreaker paladins
On initiative count 20 (losing initiative ties), the
and celestial angels who fell from grace.
Great Stygian Hydra can take one of the following
lair actions; it can’t take the same lair action two
Background
rounds in a row:
Many are those who have tried to leash the
• Arcane Oblivion. Each creature within the
gargantuan terror to their command, in order to
confines of the lair that is casting a spell makes
utilize its ferocious power and marshal it against
a DC 18 Intelligence saving throw. On a failure,
their foes. Despite their many efforts, cunning
the creature forgets all known or prepared spells
archdukes of Hell and relentless demon lords alike,
until the next initiative count 20.
have all failed to bind the Great Stygian Hydra into
servitude, ultimately accepting it for what it truly • Lost in Thought. A creature the Great Stygian
is; yet another ruthless denizen of the Lower Planes Hydra can see within its lair must succeed a DC
that cannot be bargained, nor reasoned with. 18 Intelligence saving throw or suffer the effects
of feeblemind until the end of its next turn.
Lethean Gorger. The existence of the Great Stygian
Hydra is seemingly absent of any purpose. It is an • Stygian Wave. The Great Stygian Hydra topples
enormous parasite and predator that traverses the a wave in a 120-foot line in front of it, that is
Lower Planes of existence through the streams of 20 feet wide, long and tall. Each creature hit by
River Styx, consuming memories and killing any the wave must make a DC 16 Dexterity saving
creature unfortunate enough to stumble upon its throw, taking falling damage according to the
course. It is believed that its many heads contain distance the wave has traveled until hitting it
reflections of these gorged memories, and that they and being pulled under River Styx’s dark waters
hedonistically reminiscent them to one another, as on a failed save. On a success, the creature takes
the monster solemnly drifts towards eternity. half as much damage and suffers no additional
effects.
Yearn for Redemption. Who would ever dare to face
such a profound terror, and much less, even venture Regional Effects
to hunt it down? The answer, as in many occasions,
would be those who stand in absence of alternative The region surrounding the Great Stygian Hydra is
options. In the past, disgraced warriors of Heaven heavily affected by its presence, creating one or more
have descended into the bleak darkness of the of the following effects:
unknown in a quest to fight the Great Stygian Hydra • Virulent Regrowth. Healing spells that restore a
and reclaim their long-lost radiance, liberating creature to its maximum hit points also poison
the memories the monster has consumed over the their targets for the next minute.
millennia as an act of atonement for their own sins.
For if they are to covet any hope of reconvening • Siphon Memories. Creatures that are knocked
with their origins and the benevolent light that unconscious suffer the loss of certain minor

Chapter VI: Mythic Monsters Chapter IV: Mythic Monsters


195 196
Shade of a Mythic Hero Lair Actions
Shades, also known as Aoroi in many myths, are On initiative count 20 (losing initiative ties), the
the forgotten spirits of mythic heroes, whose sagas shade can take one of the following lair actions; it
found a bitter end, long before they could fulfill their can’t take the same lair action two rounds in a row:
destiny and pass into the annals of history. They exist
as melancholic reminders of a chosen one’s downfall, • Burden of Fate. The shade targets up to three
embodiments of grief and remorse that stand as creatures it can see that are within 120 feet of the
testament to the fragile nature of mythic destinies. shade. Each creature makes a DC 20 Strength
The Shades are woeful creatures, forever lost in saving throw. On a failed save, the creature takes
their own sorrowful existence, haunting the world force damage equal to two rolls of its Mythic
as twisted reflections of what they once were. To Die (if any), becomes restrained until the next
encounter a Shade is to be confronted with the grim initiative count 20, and faces visions of what
reality that even the greatest of heroes can succumb it’s currently weighing on its heart (player’s
to the darkest depths of despair. discretion, with the help of the DM).

Background • Echoes of the Fallen. Uncountable failed heroes


scream from the underworld. Each creature
Shades are created from the bitter death of a once-
within the lair becomes deafened and makes
mythic hero, forever cursed to exist as a morbid
a DC 20 Wisdom saving throw, becoming
echo of their former glory. Trapped between realms,
frightened on a failure. On a successful save, the
forever denied the solace of rest, their once majestic
creature can ask a question to a fallen hero as a
forms are now distorted and nightmarish. They wear
bonus action during its turn, as per the speak
the hollow semblance of the fallen hero, yet twisted
with the dead spell. These effects last until the
and marred by the weight of tragic fate.
next initiative count 20.
Bitter Reminder. Some believe that the Shades exist
• Shake the Veil. Every creature within the lair,
to teach a profound lesson about hubris and the
including the shade, receives the blink spell until
ultimate price of vanity. They serve as cautionary
the next initiative count 20.
tales, urging mortals to tread carefully on the
treacherous path of legend and to consider the Regional Effects
consequences of their actions. In their somber
presence, one cannot help but reflect on the fine The region surrounding the shade’s lair is altered
line between triumph and tragedy, and the weight by the creature’s magic, creating one or more of the
of responsibility that accompanies the pursuit of following effects:
greatness.
• Inspiration Lost. Whenever a creature gains
Mythic Hunter. Shades relish in hunting other inspiration, roll a d20. On a 1 to 5, it doesn’t gain
mythic heroes, driven by a bitter envy towards those inspiration and it has disadvantage on its next
who strive to achieve what they could not. They ability check, attack roll or saving throw instead.
revel in the pursuit, feasting upon their despair and
perpetuating the cycle of darkness and sorrow. Many • Face the Ruin. Ability checks related to despair,
fables speak of the tragic fate that befalls those who delivering bad news or facing failure have
manage to survive an encounter with a Shade. Its advantage. Divination spells only consume one-
ethereal touch leaves a haunting mark, a reminder quarter of their expensive components when
that lingers deep within the soul, forever staining it they deliver bad news.
with an unending sadness, extinguishing the once
glowing light of hope and joy. • Painful Failure. Creatures that roll a 1 on the
d20 for an ability check, attack roll or saving
The Shade’s Lair throw, or that roll a 1 on a Mythic Die, take 2
The shade of a mythic hero often lingers in places (1d4) psychic damage.
where greatness was lost, like the tombs of failed
heroes or the fields of lost battle.

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201 202
Adding or Changing Traits Light Sensitivity Cloaker Damage with No Attack or Save. You
can add a legendary action that deals the
Reactive Marilith
Challenge Rating remains the same same damage and costs the same number
Reckless Minotaur of actions of another legendary action, with
You can usually alter traits in the following ways Rejuvenation Lich no attack roll or saving throw required.
without impacting the CR of the creature: Shapechanger Wererat Typically, this is used to deal fewer damage to
Siege Monster Earth Elemental several targets (see Area Damage Legendary
• Change the creature’s type. Action) or a lot of damage to a single target
Spider Climb Vampire
• Change one or more types of damage dealt by (see Legendary Action with More Damage).
Standing Leap Bulette
the creature.
Steadfast Bearded Devil Crafting a New Phase
• If the creature already has several resistances Sunlight Sensitivity Kobold
(especially to bludgeoning, piercing and slashing Recalculate the Challenge Rating
damage): add one or more resistances. Sure-Footed Dao
Teleport Balor To create a new phase for a mythic creature,
• If the creature already has several immunities
Tunneler Purple Worm you can follow these steps:
(especially to bludgeoning, piercing and slashing
damage): add one or more resistances or Turn Resistance Lich
• Start from the statblock of the original
immunities. Two Heads Ettin creature.
Web Sense Giant Spider
• Add or remove a burrowing, climbing or • Add traits, actions and other components
swimming speed (one or more). If the creature Web Walker Giant Spider
to the statblock or change them at your
has CR 11 or higher, add or remove a flying discretion to realize your vision.
speed. Adding Reworked Actions
• Recalculate the CR of the new phase as
• Add or remove one or more condition if it was a brand-new creature, adjusting
Challenge Rating remains the same
immunities. its hit points to get the same CR as the
You can add new actions to the creature by starting original statblock.
• Add or remove one or more senses, or telepathy.
from the ones of the original statblock, in ways This method requires the most effort and
• Add one or more of the following monster that won’t alter the creature’s CR. Below are some some acquaintance with the mechanics of CR
features: examples: calculation. See the Dungeon Master’s Guide
Monster Features Table for a complete guide on how to do so.
Area Damage Action. Choose an action that deals
Feature Example Creature damage to a single target. You can add an action
Amorphous Black Pudding that deals half that amount of damage to multiple
Step 3: Returning to
Blind Senses Grimlock targets. If the creature has Multiattack, you can add Normal
an action that deals damage to multiple targets equal Most of the time, you might want to explain
Change Shape Ancient Brass Dragon
to half the damage of all the Multiattack actions how the creature can go back to normal after
Charm Vampire combined. reaching a new phase. Usually, a mythic
Damage Absorption Flesh Golem
creature should reset to its original statblock
Devil’s Sight Barbed Devil Area Damage Legendary Action. Starting from a after 1 hour. Feel free to add flavor to explain
Echolocation Darkmantle legendary action that deals damage to a single target how it happens in a way that fits the theme of
and costs one legendary action, you can make one your mythic creature.
Etherealness Night Hag
that deals that same damage to multiple targets, at
Flyby Flying Snake the cost of two legendary actions. You can do the
Grappler Mimic same to create a legendary action that can affect Step 4: Establish the
Illusory Appearance Green Hag multiple targets. Reward
Immutable Form Iron Golem The characters should be rewarded with the
Legendary Action with More Damage. Starting adequate amount of XP for the CR of the
Incorporeal Movement Ghost from a legendary action that deals damage and costs statblocks that they defeated. You can take
Invisibility Imp 1 action, you can add a new one that deals double inspiration from the backgrounds you have
Leadership Knight (or triple) the damage, and costs 2 (or 3) actions. created for these creatures, in order to tailor
Life Drain Wight some more impactful custom rewards.

Chapter VII: Creating Mythic Creatures Chapter VII: Creating Mythic Creatures
215 216

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