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Mythic Phoenix FlameCreature 4


UniqueMediumElementalFireMythic
Source Pathfinder #216: The Acropolis Pyre
Perception +11 (darkvision, smoke vision)
Languages Pyric
Skills Acrobatics +12, Athletics +15
Str +3, Dex +4, Con +2, Int -1, Wis +3, Cha +0

AC 20; Fort +8; Reflex +12; Will +11;
HP 48
Speed 30 feet (fly 40 feet)
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 5
Resistances Mythic 4

Fiery Talon One Action +12 (+7, +2) to hit (fire, magical) 1d10+5 Slashing + 1d10 Fire

Smoke Vision

The mythic phoenix flame ignores the Concealed condition from smoke.

Titanic Might

The phoenix flame ignores size limitations when performing actions like Grapple or Trip.

Flame Cloak (aura, fire, primal)

10 feet. 1d6 fire, DC 18 reflex save. A creature that critically fails its save takes 1d4 persistent,fire damage.

Mythic Ferocity Reaction

Cost 1 Mythic Point

Trigger The phoenix flame is reduced to 0 HP


Effect The phoenix flame avoids being knocked out and regains 4d10 healing Hit Points, but its wounded value increases by 1. When it is Wounded 3, it can no longer use this ability.

Breath of Smoke One Action

Requirements The phoenix flame has a creature Grabbed


Effect The phoenix breathes into the lungs of the Grabbed creature, which must attempt a DC 18 fortitude save.


Critical Success The creature is unaffected and is temporarily immune to Breath of Smoke for 1 minute.

Success The creature is unaffected.

Failure The creature is Sickened 1.

Critical Failure The creature is Sickened 2.

Inferno Dance Two Actions

The phoenix Strides up to its Speed, leaving a trail of blazing flame through each space it passes through that lasts until the end of the phoenix's next turn. This trail is difficult terrain and deals 5d6 fire damage to each creature in its path (DC 18 reflex save).

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Unique

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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Mythic

Options 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.