Akki (Level 8)Creature 8
Source Pathfinder #218: Titanbane
Perception +15 (low light vision)
Languages Common, Tengu
Skills Athletics +21, Diplomacy +16, Intimidation +17
Str +6, Dex +3, Con +4, Int +1, Wis +1, Cha +4
AC 24; Fort +21; Reflex +16; Will +14;
HP 170
Speed 25 feet
Resistances Mythic 4
Spear
+20 (+15, +10) to hit (magical, reach 10) 2d8+11 PiercingBeak
+19 (+14, +9) to hit (unarmed) 1d6+11 PiercingLightning Cry
+19 (+14, +9) to hit (air, electricity) 2d10+11 ElectricityQuick Rage

When Akki rolls for initiative, provided she can perceive at least one foe, she can Rage as a free action.
Mythic Resilience (Fortitude)The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Mythic Skill (Athletics)
Cost 1 Mythic Point
Effect The creature attempts its next skill check with a +4 bonus and is considered to have mythic proficiency for that check.
Rage
(concentrate, emotion, mental)Requirements Akki isn't Fatigued or raging
Effect Akki taps into her inner fury and begins raging. She gains 12 temporary Hit Points. The rage lasts for 1 minute or until Akki falls Unconscious, whichever comes first. While raging, her melee Strikes deal an additional 6 electricity damage, and she can't use actions that have the concentrate trait, except for Seek. When Akki stops raging, she loses any remaining temporary Hit Points from Rage, and she can't gain temporary Hit Points from using the Rage action again for 1 minute.
Shock and AweA creature critically hit by Akki's lightning cry Strike is Clumsy 1 and Stupefied 1 for 1 round.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
TenguA creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble crows. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.