强化神话怪物(Mythic Monsters Advancement)本节会介绍如何将非神话怪物转化为神话怪物,以及如何创造一只完整的新神话生物。就如同角色的能力取决于其神话阶层一样,怪物的能力也取决于它们的神话等级(MR),叫高等级意味着生物会具有额外的神话能力。
神话简单模板(Mythic Simple Templates)当你想把任何怪物转化为神话生物时,你可以使用后述简单模板。在判断法术、能力以及魔法物品的效果时,获得其中任意一种简单模板的生物都被视为神话生物,即使它并不具有神话亚种(见后文)也如此。需要注意的是因为它实际上并不具有神话亚种,所以它并不具有神话亚种带来的各种优势——这些生物只会获得简单模板中叙述的优势。
边栏:神话奖励生命值(Mythic Bonus Hit Points)
对于获得后文中列出的神话模板的生物来说,它们会依照其生命骰类型而获得额外生命值。具有d6生命骰的生物会获得每神话等级6点生命值,具有d8生命骰的生物会获得每神话等级8点生命值,而具有d10或d12生命骰的生物会获得每神话等级10点生命值。
神速(Agile,MR 1,CR +1)具有神速模板的生物迅捷而又致命,它们的行动相比平凡的同类更为迅速,它们的攻击惊人地迅速而又巧妙。神速生物的快建规则与重建规则相同。
重建规则(Rebuild Rules):
先攻(init) +20加值;
防御等级(AC) +2 闪避加值;
生命值(hp) 神话奖励生命值(见上文边栏);
防御能力(Defensive Abilities) 反射闪避(evasion,如同盗贼职业能力);
速度(Speed) 所有移动类型均增加30尺(最高为生物的基本移动速度的两倍);
特殊攻击(Special Attacks) 双重先攻(Dual Initiative,见本章节的新怪物通用规则)。
奥能(Arcane,MR 1或2,CR +1)具有奥能模板的生物体内充满了奥法之力,它能够施放数量有限的奥术。如果该名生物具有11或更高数量的生命骰,这个简单模板就会赋予2级神话等级,而非原本的1级。奥能生物的快建规则与重建规则相同。
重建规则(Rebuild Rules):
防御等级(AC) +2偏斜加值;
生命值(hp) 神话奖励生命值(见上文边栏);
法术抗力(SR) 获得等同于生物CR + 11点SR;
特殊攻击(Special Attacks) 神话法能(Mythic Magic),简单奥术能力(Simple Arcane Spellcasting,两者都参见本章节的新怪物通用规则)。
神能(Divine,MR 1或2,CR +1)具有神能模板的生物能够利用神赋之力,这使得它们能够施放数量有限的神术。如果该名生物具有11或更高数量的生命骰,这个简单模板就会赋予2级神话等级,而非原本的1级。神能生物的快建规则与重建规则相同。
重建规则(Rebuild Rules):
灵光(Aura) 恩典灵光(aura of grace,该名生物以及所有10尺范围内盟友的豁免检定会获得+2神圣加值——若获得模板的生物为邪恶则是亵渎加值);
防御等级(AC) +2偏斜加值;
生命值(hp) 神话奖励生命值(见上文边栏);
特殊攻击(Special Attacks) 神话法能(Mythic Magic),简单神术能力(Simple Divine Spellcasting,两者都参见本章节的新怪物通用规则)。
不败(Invincible,MR 1或2,CR +1)具有不败模板的生物极难受到伤害。它们能够承受住极大的苦痛并且持续奋战。如果该名生物具有11或更高数量的生命骰,这个简单模板就会赋予2级神话等级,而非原本的1级。不败生物的快建规则与重建规则相同。
重建规则(Rebuild Rules):
防御等级(AC) 天生防御加值增加2点(如果该名生物的生命骰为11或更高则增加4点);
生命值(hp) 神话奖励生命值(见上文边栏);
防御能力(Defensive Abilities) 按照下表获得DR与所有类型的能量抗力,此外还有招架攻击(Block Attacks)与二次豁免(Second Save,两者都参见本章节的新怪物通用规则)。
表:不败模板防御能力 生命骰 (Hit Dice) | 能量抗力 (Energy Resistance) | 伤害减免 (DR) |
1 - 4 | 5 | - |
5 - 10 | 10 | 5/传奇 |
11+ | 15 | 10/传奇 |
狂野(Savage,MR 1或2,CR +1)具有狂野模板的生物难以驯服,它是其非神话同类的原初版本。它们的爪子更加尖利,它们的咬合更加强力,表皮也变得更为坚韧。如果该名生物具有11或更高数量的生命骰,这个简单模板就会赋予2级神话等级,而非原本的1级。狂野生物的快建规则与重建规则相同。
重建规则(Rebuild Rules):
防御等级(AC) 天生护甲加值增加2点;
生命值(hp) 神话奖励生命值(见上文边栏);
防御能力(Defensive Abilities) 按照下表获得DR与所有类型的能量抗力;
特殊攻击(Special Attacks) 所有攻击都获得流血 1(bleed 1,与其自身的叠加),狂猛野性(feral savagery,全力攻击,见本章节的新怪物通用规则)。
表:狂野模板防御能力 生命骰 (Hit Dice) | 能量抗力 (Energy Resistance) | 伤害减免 (DR) |
1 - 4 | 5 | - |
5 - 10 | 10 | 5/传奇 |
11+ | 15 | 10/传奇 |
构筑神话生物(Building a Mythic Creature)除了使用神话简单模板,还有两种方式可以用于创造新的神话怪物。第一种方式是利用现成的怪物,赋予它神话亚种,将该类亚种中描述的能力添加给怪物。第二种方式是创造一只具有神话亚种的全新怪物,然后在添加额外能力做出成品。两种方法都会在后面详细描述。
修改现有的怪物(Modify an Existing Monster)将普通的怪物变为神话怪物的过程十分简单——你只需要遵循后述步骤。
第1步——决定它的神话等级(Determine its mythic rank):将你的怪物CR除以2来获取大概的神话等级。如果结果不是整数,那只意味着你在选择其MR时具有一定的灵活性。例如:如果你的怪物CR是7,那么除2结果是3.5,这意味着你可以尝试赋予它3或者4级MR。以较低的MR起始会比较简单——如果你需要把怪物变得更具有挑战性,你总是能够在之后再增加MR。
第2步——添加神话亚种(Add the mythic subtype):本章节后面的部分有神话亚种的具体描述。它会按照怪物的MR对生物的属性、生命值以及其他游戏数据进行调整。
第3步——添加额外神话能力(Add additional mythic abilities):按照神话亚种中的描述,怪物所获得的神话能力的数量等同于其MR + 1。
第4步——评估怪物的最终CR(Evaluate the monster at its final CR):你的怪物的最终CR等同于其起始CR + 其MR的1/2(向下取整;最低为1)。利用后面的表:对应CR的怪物属性进行评估,判断怪物的能力是否与其最终CR相符。如果生物的神话能力与其非神话能力配合得非常好,该名神话生物可能相比其最终CR来说过于强大。如果生物的神话能力与非神话能力搭配得并不好,那么它就有可能比最终CR代表的强度弱一些。如果上述两种情况发生的话,请对怪物进行适度的调整让它更符合其预期CR。
如果这名生物太弱了,而你在第1步的时候取的是较低的MR,那么你能够改为较高值(以此修正神话亚种带来的调整值)。如果生物过于强大,而你在第1步取的是较高的MR,那么你能够以较低值取代它(以此修正神话亚种带来的调整值)。
一旦生物的能力与属性与其CR相符,那么你的工作便完成了。
创造新怪物(Create a New Monster)创造全新的神话怪物具有相当的挑战性,因为从根本上来说你是在创造具有2个CR的怪物——起始CR,这确定了它应当具有的神话等级,并因此得出它能够获得多少个神话能力。然后是最终CR,这决定了它的AC、生命值、每轮伤害等等数据大致应该保持的档次。尽管在脑中塑造一个特定CR与MR的怪物,然后一次性创造出来并非是不可能的事情,不过按照数个步骤顺序创造会更为简单一些(其中部分步骤与修改现有的怪物的步骤十分相似)。
第1步——预估其最终CR(Estimate its final CR):要对你的新怪物最终会达到的预期CR有一个概念。这个目标会帮助你在后述的步骤中确定怪物的起始强度,而且也意味着在怪物过强或过弱的时候不必完全重新设置怪物。例如:你可能想要做出CR7的神话怪物来挑战5级的神话队伍。
第2步——决定它的神话等级(Determine its mythic rank):将你的怪物的最终CR除以2.5以获得大致的神话等级。如果结果不是整数,那只意味着你在选择其MR时具有一定的灵活性。例如:如果你的最终CR是7,除以2.5得到2.8,因此怪物的神话等级应该是2级或者3级。以较低的MR起始会比较简单——如果你需要把怪物变得更具有挑战性,你总是能够在之后再增加MR。
第3步——决定它的起始CR(Determine its initial CR):用最终CR减去MR的一半来得到起始CR。若最终CR为7,MR是2级,2除2得1,那么起始CR为7 - 1 = 6。
第4步——按照起始CR构筑新怪物(Build a new monster for that initial CR):这一步与创造非神话怪物的步骤完全相同。使用Pathfinder怪物图鉴中的指南,按照起始CR制作一只平衡的怪物,或者按照起始CR寻找一只现成的怪物并按照你的需求进行更改。之后的3个步骤会让它变为神话生物。
第5步——添加神话亚种(Add the mythic subtype):本章节后面的部分有神话亚种的具体描述。它会按照怪物的MR对生物的属性、生命值以及其他游戏数据进行调整。
第6步——添加额外神话能力(Add additional mythic abilities):按照神话亚种中的描述,怪物所获得的神话能力的数量等同于其MR + 1。
第7步——评估怪物的最终CR(Evaluate the monster at its final CR):你的怪物的最终CR等同于其起始CR + 其MR的1/2(这应当尽可能接近于你在第1步做出的预估)。若MR减半之后不是整数,那么将其向下取整以得出怪物的最终CR。利用后面的表:对应CR的怪物属性进行评估,判断怪物的能力是否与其最终CR相符。如果生物的神话能力与其非神话能力配合得非常好,该名神话生物可能相比其最终CR来说过于强大。如果生物的神话能力与非神话能力搭配得并不好,那么它就有可能比最终CR代表的强度弱一些。如果上述两种情况发生的话,请对怪物进行适度的调整让它更符合其预期CR。
如果怪物太弱了,而第2步的MR没有得出整数,那么就将怪物的MR增加1级(以此修正神话亚种带来的调整值)。如果怪物过于厉害,而你又得四舍五入才能得到其最终CR,那么用怪物的属性与更高的CR进行比较,一旦怪物的数据与其CR相符,你的工作便完成了。
神话亚种(Mythic Subtype)具有该类亚种的生物充盈着神话力量,并且具有强大而又让人畏惧的技艺。具有神话亚种的生物获得后述能力。
表:神话亚种能力(Mythic Subtype Abilities)神话等级 (Mythic Rank) | 属性加值 (Ability Bonus) | 神话专长 (Mythic Feat) | 神力涌动加骰类型 (Surge Die Type) |
1级 | - | 第一个 | 1d6 |
2级 | 第一次 | - | 1d6 |
3级 | - | 第二个 | 1d6 |
4级 | 第二次 | - | 1d8 |
5级 | - | 第三个 | 1d8 |
6级 | 第三次 | - | 1d8 |
7级 | - | 第四个 | 1d10 |
8级 | 第四次 | - | 1d10 |
9级 | - | 第五个 | 1d10 |
10级 | 第五次 | - | 1d12 |
神话等级(Mythic Rank):具有神话亚种的生物会获得神话等级,从1级到10级不等,这代表着它的神话力量的整体强度。这个等级通常为其原始CR的1/2。
天生防御加值(Natural Armor Bonus):将生物的神话等级加到它的天生防御加值上。对于没有天生防御加值的生物来说,其有效天生防御加值为+0。
奖励生命值(Bonus Hit Points):具有d6生命骰的生物会获得每神话等级6点生命值,具有d8生命骰的生物会获得每神话等级8点生命值,而具有d10或d12生命骰的生物会获得每神话等级10点生命值。请注意如果一个生物获得神话简单模板的话,也会获得与上述同等数量的奖励生命值(如同上文边栏中所叙述的一样)。
伤害减免(Damage Reduction):拥有5至10个生命骰的生物获得DR 5/传奇。拥有11或更多生命骰的生物获得DR 10/传奇。
如果生物本身已经具有伤害减免,那么将传奇(epic)属性加到其原有伤害减免的旁边。如果由此亚种获取的伤害减免要比生物原有的伤害减免数值更高,那么将原有伤害减免的数值增加至传奇DR的数值。例如:一个怪物本身具有DR 5/钝击,然后通过神话亚种获得DR 10/传奇,那么最终它的伤害减免会是DR 10/钝击与传奇。
法术抗力(Spell Resistance):如果生物本身具有法术抗力,那么将它的神话等级加到法术抗力上。
神话之力(Mythic Power):该名生物会获得神话之力(mythic power)与神力涌动(surge)通用怪物能力(见后文)。怪物的神力涌动加骰类型取决于其等级,如同上表所属。
属性加值(Ability Bonus):在2级以及之后每2个神话等级,怪物会永久在一项属性上获得+2加值。如果它能获得复数加值,那么这些加值能够应用到相同或者不同的属性上。
神话专长(Mythic Feats):在1级以及之后每2个神话等级,怪物都会获得神话专长。它必须满足这些专长的所有先决条件才能选取。
额外神话能力(Additional Mythic Abilities):怪物会获得一定数量的神话能力,数量等同于其MR + 1。这些能力可以从第一章的神话道途能力中选取,也可以从本章节中所列出的怪物具有的神话能力中选取,此外你也可以从这些能力中提取灵感来为它创造新能力。这些能力应当与生物的主题相符。
部分新怪物能力特别强大;按照DM的判断,在计算能力数量时,它们可以算作2个能力。例如:神话火巨人(mythic fire giant)的火焰漩涡(Fire Vortex)能力可以被算作两个神话能力(见本书199页)。
怪物也可以获得通用怪物能力来取代神话能力,比如撕扯(rend)或者猛扑(pounce),无论它是已经出版的怪物图鉴(Bestiary)还是本书中刊载的内容。
挑战等级(CR):当你给怪物添加完能力之后,将1/2神话等级加到怪物的CR上来确定它的新CR。使用后文中的表:对应CR的怪物属性来评估怪物的新CR,确保它的预期能力与其新CR一致。
经验值(XP):按照生物的新CR变更其经验值(核心手册 398页)。
新通用怪物规则(New Universal Monster Rules)与怪物图鉴中的通用怪物规则一样,后述内容用于叙述神话怪物数据中的能力(与怪物图鉴的不会重复)。每条规则都对这些内容在怪物属性中的表达格式的进行了指导,而且还列出了它在怪物数据卡中应该归属的位置。
招架攻击(Block Attacks,Ex):每轮1次,当该名生物被近战或远程攻击命中时,它能够尝试使用其最高的攻击加值进行1次近战攻击。如果结果超过对抗它的攻击结果,该名生物就会免受这次攻击(如同攻击失手)。
格式:招架攻击;
位置:防御能力
龙血(Dragon Blood,Su):神话龙类的血液和其他体液都蕴含着强酸、寒冷、闪电或者火焰,这些都与它们喷吐武器的能量类型相符。每当这些龙类被穿刺或挥砍武器伤害时,进行攻击的生物会按照下表受到能量伤害(重击则伤害翻倍)。使用长触及武器(reach weapon)的攻击者不会因此能力而遭受危险。如果这些龙类具有活吞(swallow whole)能力,那么它还会将龙血伤害加到活吞的伤害上。
表:龙血伤害龙类体型 | 中型或更小 | 大型 | 超大型 | 巨型 | 超巨型 |
能量伤害 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 |
格式:龙血(2d6火焰);
位置:防御能力
龙类戏法(Dragon Cantrips,Su):如果神话龙类能够施放奥术,那么它们就会自动了解其等效施法职业所具有的所有戏法,而且能够随意施展。
格式:龙类戏法;
位置:特殊能力
龙怒(Dragon Fury,Su):如果神话龙类使用天生武器确认重击的话,它就能将其龙血伤害加到天生武器造成的伤害上。
格式:龙怒(1d6火焰);
位置:特殊能力
双重先攻(Dual Initiative,Ex):怪物每轮会获得两个回合,一次按照其先攻进行计算,另一次为先攻结果-20。例如:如果怪物的先攻为23,那么它的第一回合能够在轮到先攻23的时候行动,并作出一次全力攻击(外加一次五尺快步),之后会在轮到先攻为3的时候行动并进行第二回合的动作,它可以进行一次移动动作然后再施放一个标准动作的法术。这使得怪物能够在每轮内进行两次通常为花费整个回合的行动,比如使用召唤怪物法术。在判断持续时间为1轮或更长时间、在1轮的起始或者生物的回合开始时触发的法术或效果带来的作用时(比如对抗持续性效果的豁免检定或者受到流血伤害),只有每轮内该名怪物的第一个回合为这些持续时间进行计数。
格式:+21/+1;
位置:先攻
狂猛野性(Feral Savagery,Su):当该名怪物进行全力攻击(full attack)或者撕扯攻击(rend attack)时,它能够立刻尝试进行一次额外攻击对抗该名敌人。这次攻击会使用生物完整的基本攻击加值,加上任何适合该情况的调整值。此次额外攻击并不能与任何类似方式获取的额外攻击叠加,比如加速术(haste)和追击武器(speed weapon)。该能力不会赋予它额外动作,因此你无法利用该能力在1轮内施放另一个法术或者以别的方式获取额外的动作。
格式:狂猛野性(全力攻击);
位置:特殊攻击
护命(Fortification,Ex):怪物有50%的概率将重击或偷袭视为普通命中的攻击,就如同穿戴中级护命铠甲(moderate fortification armor)一般。
格式:护命(50%);
位置:防御能力
翡翠视域(Greensight,Su):怪物能够看透茂密的植物就如同植物是透明的一般,翡翠视域的范围通常为60尺。对拥有此类视域的怪物来说,其他生物无法用叶片、藤条、草木和灌木形成隐蔽(concealment),不过实体的树木仍旧会遮挡其视线。
格式:翡翠视域 60尺;
位置:感官
滞留吐息(Lingering Breath,Su):在使用自身的喷吐武器时,该名生物能够以自由动作并花费1次神话之力来使一片区域散发出能量伤害(与喷吐武器的能量类型相同),持续每神话等级1轮。任何在持续时间之内正处于喷吐武器的范围之内、进入或者穿过该区域的生物都会受到伤害,伤害会按照使用喷吐武器的生物体型而改变。该能力对不造成任何能量伤害的喷吐武器没有效果。
表:滞留吐息伤害生物体型 | 中型或更小 | 大型 | 超大型 | 巨型 | 超巨型 |
能量伤害 | 2d4 | 2d6 | 2d8 | 4d6 | 4d8 |
格式:滞留吐息(2d6火焰,5轮);
位置:特殊攻击
迷雾视域(Mistsight,Ex):怪物能够看透云雾、雾霾、浑浊的水流,就如同这些事物不存在一般,它会忽略这些障碍导致的失手率,最远到它的正常视野范围。
格式:迷雾视域;
位置:感官
神话法能(Mythic Magic,Su):最高每日3次,当生物施放法术时,它能够施放神话版的法术作为替代(与所有神话法术相同,该名生物必须花费神话之力才能以此方式施放神话法术)。
格式:神话法能 3/日;
位置:特殊攻击
神话之力(Mythic Power,Su):神话生物能够利用它的力量之源来完成让人惊叹的行为并且欺骗命运。它每天能够花费神话之力的次数等同于其神话等级。这是它的神话之力的最大数量。如果某个能力允许它获得神话之力,它也无法让总量超出这个数额。怪物会自动获得神力涌动能力(见后文),并且能够使用这些神话之力激活它。怪物也可以使用其他依赖于神话之力的能力。
格式:神话之力(3次/日,神力涌动 +1d6);
位置:特殊攻击
毒血(Poisonous Blood,Ex):任何使用穿刺或挥砍近战武器对怪物确认重击的生物会受到毒液的喷溅。(长触及的近战武器不会因此而受到危险)毒素的类型取决于怪物。除非另有说明,毒素会使用正常的DC,不过有的怪物拥有的毒素DC是基于体质的。
格式:毒血(龙胆汁);
位置:防御能力
强劲打击(Powerful Blows,Ex):生物的某个特定攻击会将1.5倍的力量加值加到伤害检定上,用于取代普通的1倍或者0.5倍力量加值。
格式:强劲打击(挥击);
位置:特殊能力
潜沙(Sand Glide,Ex):该能力的功能与土元素的潜地能力完全一致,不过它只能作用在沙子、灰尘以及其他固态细小颗粒组成的物质上。使用潜沙能力移动的生物速度与其基本速度一致。
格式:潜沙;
位置:速度
二次豁免(Second Save,Ex):在对抗持续时间高于1轮的效果时,每当该名生物的豁免检定失败后,它能够持续尝试摆脱效果的影响。在它的回合开始时,如果仍旧受到影响,它能够以自由动作再一次尝试豁免。如果该次豁免成功,影响生物的效果就会如同最初的豁免成功一般。如果这效果已经允许在之后的回合内进行其他豁免打破效果(比如怪物定身术),该能力独立于效果本身自带的额外豁免检定。
格式:二次豁免;
位置:豁免后方
简单奥术能力(Simple Arcane Spellcasting):该名生物获得施放术士/法师列表中的法术的能力。选择一定数量的法术,这些法术等级总和要与生物CR的两倍相等。这些法术的等级都不应高于1 + 生物CR的1/2。在计算法术等级总和的时候,0级法术被视为1/2个法术等级。该名生物每日仅可以施放每个法术1次。施法者等级等同于其生命骰。使用该名生物的智力或魅力调整值(取较高者)来确定法术DC。
格式:简单奥术能力;
位置:特殊攻击
简单神术能力(Simple Divine Spellcasting):该名生物获得施放牧师列表或者德鲁伊列表中的法术的能力。选择一定数量的法术,这些法术等级总和要与生物CR的两倍相等。这些法术的等级都不应高于1 + 生物CR的1/2。在计算法术等级总和的时候,0级法术被视为1/2个法术等级。该名生物每日仅可以施放每个法术1次。施法者等级等同于其生命骰。使用该名生物的感知或魅力调整值(取较高者)来确定法术DC。
格式:简单神术能力;
位置:特殊攻击
扼喉(Smother,Ex):若生物擒抱住的敌人屏住呼吸,怪物能够强迫敌人排出或消耗它呼吸的气体,或者以其他方式减少敌人屏息的时间,直至目标需要为了避免窒息(核心手册445页)而进行检定。
如果怪物成功在擒抱检定中对抗敌人,那么敌人能够屏息的时间会减少1d6轮。如果生物能够屏息的剩余时间减少至0轮或者更少,那么它的窒息检定DC会增加5点。例如:如果怪物擒抱住的生物在需要进行窒息检定之前还有10轮时间,那么成功的擒抱检定会使这段时间减少1d6轮。
若怪物有其他能力(比如勒紧Constrict)可以在成功进行擒抱检定时伤害敌人的话,它就能够在使用其他能力成功进行擒抱检定后,自动使用扼喉能力。
格式:扼喉;
位置:特殊攻击
偷窃(Steal,Ex):如果该名生物以某种特定的攻击命中敌人,那么它能够以自由动作尝试进行偷窃战技检定(进阶玩者手册 322页)对抗敌人,这个动作不会引起借机攻击。
格式:偷窃;
位置:个别的攻击(individual attacks)
神力涌动(Surge,Su):怪物能够利用它的神话之力克服困难的挑战。它能够花费1次神话之力来增加任何刚做出的d20检定,通过进行d6检定并将结果加到d20检定的结果上达成。使用该能力是直觉动作,需要在原有检定已经做出并且得出结果后进行。使用该能力所赋予的加骰会在神话等级4级时提升至1d8,7级时提升至1d10,最后在10级的时候提升至1d12。即便是无心智或者智力水平在动物程度的怪物也能够使用该能力。
神力涌动并不会单独记录在怪物数据中,神力涌动的加骰会列在神话之力能力中。
X光视域(X-Ray Vision,Su):怪物能够看透固体物质,就如同佩戴了X光扫描戒(ring of x-ray vision)一般。使用该能力同样十分耗费体力,就如同怪物实际使用该戒指一样。
格式:X光视域;
位置:感官
评价怪物属性(Evaluating Monster Statistics)表:对应CR的怪物属性是怪物图鉴(Bestiary)291页的同名表格的扩大版,上面列出了最高达CR30的怪物大致属性(怪物图鉴上的表格列出的是CR 1-20的属性)。这些数值是十分粗略的指南。你会注意到本书中的许多怪物实际上并没有遵循这些指南。大多数怪物在部分领域中比表格列出的更强(通常为造成伤害的数值),不过作为平衡,这些怪物都会在1至2种其他领域中落后于表格数据。例如:怪物可能比表格中列出的伤害更高,但是AC和生命值比同CR的数据要低。表格上的所有数据如下所述。
挑战等级(CR):此处会列出怪物的大致CR。这个数字可能会随着设计的改变而变化。
生命值(Hit Points):这是怪物大致的总生命值。生物如果拥有特别高的AC,特别强的豁免检定加值,或者较强抗力的话,这项会比较低一些。异界生物与构装生物通常具有较低的生命值。
防御等级(Armor Class):此处为对应CR的生物所拥有的平均AC。当你在考虑怪物的防护能力的时候,请注意这项数据。总生命值高于平均水平的生物通常具有较低的AC作为平衡。
强攻击(High Attack):此处为对应CR的生物中,主要使用近战或者远程攻击的生物,所拥有的总攻击加值的平均值。若生物的平均伤害高于平均水平,那么作为平衡,它的攻击加值通常会比较低。
弱攻击(Low Attack):此处为对应CR的生物中,不依赖近战或者远程攻击造成伤害的生物,所拥有的总攻击加值的平均值。此处包含的生物主要使用法术以及类法术能力进行战斗。
平均伤害(Average Damage):此处为对应CR的生物中,所有攻击成功命中后造成伤害的平均值。要确定生物的平均伤害,要将攻击所投掷出的所有伤害骰的平均值(按照怪物图鉴293页的骰子平均结果表格决定)与每次攻击的伤害调整值相加。
对于在战斗中依赖近战与远程武器的生物来说,平均伤害应当在高与低伤害之间。
若生物的攻击加值高于普通水平,它通常会造成较低的伤害,而攻击加值比普通水平要低的生物通常会造成更高的伤害。
强DC(Primary Ability DC):此处为对应CR的生物中所具有的任何法术、类法术能力以及特殊能力(比如喷吐武器)的平均难度等级(DC),此类生物在战斗中依赖这些攻击。如果某个能力特别强大,那么为了平衡,它的DC可能会较低。
弱DC(Secondary Ability DC):这些法术与特殊能力的平均DC属于那些在战斗中不依赖此类攻击的生物。通常来说,能力的DC不会低于这个数值。
强豁免(Good Save):此处为对应CR的生物所具有的平均豁免加值。该列对应的是生物所擅长的豁免检定。
弱豁免(Poor Save):此处为对应CR的生物所具有的平均豁免加值。该列对应的是生物不擅长的豁免检定。
表:对应CR的怪物属性(Monster Statistics By CR)CR | 生命值 | AC | 强攻击 | 弱攻击 | 平均伤害 强 弱 | 强DC | 弱DC | 强豁免 | 弱豁免 |
1/2 | 10 | 11 | 1 | 0 | 4 3 | 11 | 8 | 3 | 0 |
1 | 15 | 12 | 2 | 1 | 7 5 | 12 | 9 | 4 | 1 |
2 | 20 | 14 | 4 | 3 | 10 7 | 13 | 9 | 5 | 1 |
3 | 30 | 15 | 6 | 4 | 13 9 | 14 | 10 | 6 | 2 |
4 | 40 | 17 | 8 | 6 | 16 12 | 15 | 10 | 7 | 3 |
5 | 55 | 18 | 10 | 7 | 20 15 | 15 | 11 | 8 | 4 |
6 | 70 | 19 | 12 | 8 | 25 18 | 16 | 11 | 9 | 5 |
7 | 85 | 20 | 13 | 10 | 30 22 | 17 | 12 | 10 | 6 |
8 | 100 | 21 | 15 | 11 | 35 26 | 18 | 12 | 11 | 7 |
9 | 115 | 23 | 17 | 12 | 40 30 | 18 | 13 | 12 | 8 |
10 | 130 | 24 | 18 | 13 | 45 33 | 19 | 13 | 13 | 9 |
11 | 145 | 25 | 19 | 14 | 50 37 | 20 | 14 | 14 | 10 |
12 | 160 | 27 | 21 | 15 | 55 41 | 21 | 15 | 15 | 11 |
13 | 180 | 28 | 22 | 16 | 60 45 | 21 | 15 | 16 | 12 |
14 | 200 | 29 | 23 | 17 | 65 48 | 22 | 16 | 17 | 12 |
15 | 220 | 30 | 24 | 18 | 70 52 | 23 | 16 | 18 | 13 |
16 | 240 | 31 | 26 | 19 | 80 60 | 24 | 17 | 19 | 14 |
17 | 270 | 32 | 27 | 20 | 90 67 | 24 | 18 | 20 | 15 |
18 | 300 | 33 | 28 | 21 | 100 75 | 25 | 18 | 20 | 16 |
19 | 330 | 34 | 29 | 22 | 110 82 | 26 | 19 | 21 | 16 |
20 | 370 | 36 | 30 | 23 | 120 90 | 27 | 20 | 22 | 17 |
21 | 400 | 37 | 31 | 24 | 130 98 | 27 | 20 | 23 | 18 |
22 | 440 | 39 | 32 | 25 | 140 105 | 28 | 21 | 23 | 18 |
23 | 480 | 40 | 33 | 26 | 150 113 | 29 | 22 | 24 | 19 |
24 | 520 | 42 | 35 | 27 | 165 124 | 30 | 23 | 25 | 20 |
25 | 560 | 43 | 36 | 28 | 180 135 | 30 | 24 | 26 | 21 |
26 | 600 | 44 | 37 | 29 | 195 145 | 31 | 25 | 27 | 22 |
27 | 640 | 45 | 38 | 30 | 210 155 | 32 | 26 | 28 | 23 |
28 | 680 | 46 | 39 | 31 | 225 165 | 33 | 27 | 29 | 24 |
29 | 720 | 47 | 40 | 32 | 240 175 | 34 | 28 | 30 | 25 |
30 | 760 | 48 | 41 | 33 | 255 185 | 35 | 29 | 31 | 26 |
原文
劇透 - :
r.1YTHIC r.10NXfER ??DVANCEMENT
This section addresses how to turn a non-mythic monster into a mythic monster and how to create an entirely new mythic creature. Just as characters' abilities depend on their mythic tier, monsters' abilities depend on their mythic rank (MR), with a higher rank meaning a creature has additional mythic abilities.
MYTHlC SlMPLE TEMPLATES
The following simple templates can be used to turn any monster into a mythic creature. A creature given one of these templates counts as a mythic creature for the purposes of spells, abilities, and magic items even though it doesn't have the mythic subtype (see page 226). Note that because it doesn't have the mythic subtype, it doesn't gain the many benefits of having the mythic subtype-the creature only gains the benefits described in the simple template.
MYTHIC BONU?? HIT POINH
A creature with one of the mythic templates listed on page 224 gains additional hit points according to its Hit Die type. A creature with d6 Hit Dice gains 6 hit points per mythic rank, a creature with d8 Hit Dice gains 8 hit points per rank, and a creature with d10 or d12 Hit Dice gains 10 hit points per rank.
Agile CMR 1, CR +1)
Creatures with the agile template are quick and deadly, moving faster than their normal counterparts and striking with incredible speed and agility. An agile creature's quick and rebuild rules are the same.
R.ebuild R.ules: Init + 20 bonus; AC +2 dodge bonus; hp mythic bonus hit points (see the sidebar on page 225); Defensive Abilities evasion (as the rogue class feature); Speed +JO feet for all movement types (up to double the creature's base movement speed); Special Attacks dual initiative (see page 227).
Arcane CMR 1 or 2, CR +1)
Creatures with the arcane template are infused with arcane power, capable of casting a limited number of arcane spells. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of i. An arcane creature's quick and rebuild rules are the same.
R.ebuild R.ules: AC +2 deflection bonus; hp mythic bonus hit points (see sidebar); SR. gains SR equal to its new CR + 11; Special Attacks mythic magic (see page 227), simple arcane spellcasting (see page 228).
Divine CMR 1 or 2, CR +1)
Creatures with the divine template can call upon the power of the gods, allowing them to cast a limited number of divine spells. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of i. A divine creature's quick and rebuild rules are the same.
R.ebuild R.ules: Aura aura of grace (creature and all allies within 10 feet receive a +2 sacred bonus on saving throws-or a profane bonus if the templated creature is evil); AC +2 deflection bonus; hp mythic bonus hit points (see sidebar); Special Attacks mythic magic (see page 227), simple divine spellcasting (see page 228).
lnvincible CMR 1 or 2, CR +1)
Creatures with the invincible template are incredibly difficult to harm. They can withstand immense punishment and continue to fight. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of i. An invincible creature's quick and rebuild rules are the same.
Rebuild Rules: AC increase natural armor bonus by 2 (or 4 if the creature has 11 or more Hit Dice); hp mythic bonus hit points (see the sidebar on page 225); Defensive Abilities gains DR and resistance to all types of energy as per Table 6-3, as well as block attacks (see page 226) and second save (see page 228).
TABLE 6-3: INVINCIBLE TEMrLATE DEFENSES
Hit Dice Energy Resistance DR
1-4 5
5-10 10 5/epic
11 + 15 10/epic
Savage CMR 1 or 2, CR +1)
Creatures with the savage template are untamed, primordial versions of their non-mythic cousins. Their claws are sharper, their fangs larger, and their hides thicker. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of i. A savage creature's quick and rebuild rules are the same.
Rebuild Rules: AC increase natural armor bonus by 2; hp mythic bonus hit points (see the sidebar on page 225); Defensive Abilities gains DR and resistance to all types of energy as per Table 6-4 ; Special Attacks all attacks gain bleed i (this stacks with itself), feral savagery (full attack) (see page 227).
TABLE 6-4: SAVAGE TEMrLATE DEFENSES
Hit Dice Energy Resistance DR
1-4 5
5-10 10 5/epic
11 + 15 10/epic
BUllDlNG AMYTHlC CREATURE
In addition to using a mythic simple template, there are two ways to create a new mythic monster. The first is to take an existing monster, give it the mythic subtype, and add abilities as described in that subtype. The second method is to create an entirely new monster with the mythic subtype and incorporate additional abilities into the final monster. Both methods are described beginning on page 225.
Modify an Existing Monster
Making a mythic monster out of an ordinary monster is fairly straightforward-just follow these steps.
Step 1-Determine its mythic rank {MR). Divide your monster's CR by 2 to get its approximate mythic rank. If the result is not a whole number, it just means you have some flexibility in choosing the MR. For example, if your monster is a CR 7 chimera, half of7 is 3.5, which means you can try it at MR 3 or MR 4. It's easier to start with a lower MR-you can always increase the MR later if you need the monster to be a little more powerful.
Step 2-Add the mythic subtype. The mythic subtype is described on page 226. The modifications to the creature's ability scores, hit points, and other game statistics depend on your monster's MR.
Step 3-Add additional mythic abilities. As described in the mythic subtype, the monster gains a number of mythic abilities equal to its MR + i.
Step 4-Evaluate the monster at its final CR. Your monster's final CR is its initial CR+ 1/2 its MR (round down; minimum 1). Use Table 6-8: Monster Statistics by CR (see page 229) to evaluate whether the monster's abilities are appropriately challenging for its final CR. If a creature's mythic abilities complement its non-mythic abilities particularly well, that mythic creature may be too powerful for its final CR. Ifa creature's mythic abilities don't interact with its non-mythic abilities, that creature may be too weak for its final CR. If either of these situations occur, make adjustments to the creature so it better fits the intended CR.
If the creature is too weak and you rounded the creature's MR down in Step 1, you can round up instead (adjusting the modifiers from the mythic subtype). If the creature is too strong and you rounded the creature's MR up in Step 1, you can round down instead (adjusting the modifiers from the mythic subtype).
Once the creature's abilities and statistics fit its CR, you're done.
Create a New Monster
Creating a new mythic monster is especially challenging because you're basically creating a monster with two CRs an initial CR, which determines its appropriate mythic rank and thus how many mythic abilities it gets, and its final CR, which determines appropriate values for its AC, hit points, damage per round, and so on. Though it's possible to create the monster all at once with a particular CR and MR in mind, it's generally easier to build it in several steps (some of which are very similar to the steps for modifying an existing monster).
Step 1-Estimate its final CR. Knowing the intended CR of your new monster is critical. This target helps determine the starting power level for your monster in the later steps, and means you won't have to reconfigure your monster ifit's too weak or too powerful. For example, you might want a CR 7 mythic monster to challenge a 5th-level mythic party.
Step 2-Determine its mythic rank {MR). Divide your final CR by 2.5 to get the approximate mythic rank of your monster. If the result is not a whole number, it just means you have some flexibility in choosing the MR. For example, if your final CR is 7, dividing that by 2.5 is 2.8, so your monster could be 2nd rank or 3rd rank. It's generally easier to start with a lower MR-you can always increase the MR later if you need the monster to be a little more powerful.
Step 3-Determine its initial CR. Subtract half the MR from the final CR to get the initial CR. If the final CR is 7 and the MR is 2, half of 2 is 1, so the initial CR is 7 - 1 = 6.
Step 4-Build a new monster for that initial CR. This is identical to the process for creating a non-mythic monster. Follow the guidelines in the Pathfinder RPG Bestiary, creating a creature balanced for its CR, or starting with a base creature known to be appropriate for its CR and altering that monster to suit your purposes. The next three steps make the creature mythic.
Step 5-Add the mythic subtype. The mythic subtype is described on page 226. The modifications to the creature's ability scores, hit points, and so on depend on its MR.
Step 6-Add additional mythic abilities. As described in the mythic subtype, the monster gains a number of mythic abilities equal to its MR + i.
Step 7-Evaluate the monster at its final CR. Your monster's final CR is its initial CR + 1/2 its MR (which should be close to your estimate from Step 1). Ifhalfthe MR isn't an even number, round down to get the monster's final CR. Use Table 6-8: Monster Statistics by CR (see page 229) to evaluate whether the monster's abilities are appropriately challenging for its final CR. If a creature's mythic abilities complement its non-mythic abilities particularly well, that mythic creature may be too powerful for its final CR. If a creature's mythic abilities don't interact with its nonmythic abilities, that creature may be too weak for its final CR. If either of these situations occur, make adjustments to the monster so it better fits the intended CR.
If the monster is too weak and the MR from Step 2 isn't a whole number, increase the monster's MR by 1 (adjusting the modifiers from the mythic subtype). If the monster is too strong and you have to round down to get its final CR, compare the monster to the statistics for the next highest CR. Once the monster's abilities and statistics fit its CR, you're done.
MYTHlC SUBTYPE
A creature with this subtype is infused with mythic power and is capable of terrible and awe-inspiring feats. Creatures with the mythic subtype gain the following abilities.
Mythic Rank: A creature with the mythic subtype gains 1 to io mythic ranks, representing its overall mythic power. Its rank is generally equal to i/2 its original CR.
Natural Armor Bonus: Add the creature's mythic rank to its natural armor bonus. A creature without natural armor has an effective natural armor bonus of + o.
Bonus Hit Points: A creature with d6 Hit Dice gains 6 hit points per mythic rank, a creature with d8 Hit Dice gains 8 hit points per rank, and a creature with d10 or d12 Hit Dice gains 10 hit points per rank. Note that this is the same number of bonus hit points the creature would gain ifit had a mythic simple template (as described in the sidebar on page 225).
Damage Reduction: A creature with 5 to 10 Hit Dice gains DR 5/epic. A creature with 11 or more Hit Dice gains DR 10 /epic.
If the creature already has damage reduction, it adds epic to the qualities needed to bypass that reduction. If the damage reduction granted from this subtype has a larger numerical value than the creature's original damage reduction, increase the creature's original damage reduction to the amount of the epic DR. For example, a monster with DR 5/bludgeoning that gains DR 10 /epic from the mythic subtype gains DR io/bludgeoning and epic.
Spell Resistance: If the creature has spell resistance, add its mythic rank to its spell resistance.
Mythic Power: The creature gains the mythic power and surge universal monster abilities (see pages 227 and 228). The monster's surge die depends on its rank, as summarized in Table 6-5: Mythic Subtype Abilities.
Ability Bonus: At 2nd rank and every 2 ranks thereafter, the monster gains a permanent +2 bonus to an ability score. If it has multiple bonuses, it can apply them to the same ability score or to different ability scores.
Mythic Feats: At ist rank and every 2 ranks thereafter, the monster gains a mythic feat. It must meet all of the prerequisites for this feat.
Additional Mythic Abilities: The monster gains a number of mythic abilities equal to its MR + i. Such abilities can be drawn from the mythic path abilities in Chapter i or the mythic abilities listed with the monsters in this chapter, or it can be a new ability you create by taking inspiration from those abilities. These abilities should be thematically appropriate for the creature.
Some new monster abilities are especially powerful; at the GM's discretion, they can count as two abilities toward this total. For example, the mythic fire giant's fire vortex ability could count as two mythic abilities (see page i99).
In place of a mythic ability, the monster may gain a universal monster ability, such as rend or pounce, either from an existing Bestiary or from this book.
CR: When you're finished adding abilities to the monster, add i/2 the monster's mythic rank to its CR to determine its new CR. Evaluate the monster at its new CR using Table 6-8: Monster Statistics by CR to make sure it falls within the expected values for its new CR.
XP: Change the creature's XP award to match its new CR (Core Rulebook 398).
NEW UNlVERSALMONSTER RULES
Like the universal monster rules in the Bestiary, the following rules are referenced (but not repeated) in mythic monster stat blocks. Each rule includes a format guide for how it appears in a monster's listing and its location in the stat block.
Block Attacks (Ex): Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as ifthe attack had missed).
Format: block attacks; Location: Defensive Abilities.
Dragon Blood (Su): The mythic dragon's blood and other fluids are infused with acid, cold, electricity, or fire, matching the dragon's breath weapon energy type. Every time the dragon is damaged by a piercing or slashing weapon, the attacking creature takes energy damage according to Table 6-6: Dragon Blood Damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the dragon has the swallow whole ability, it adds this damage to its swallow whole damage.
Format: dragon blood (2d6 fire); Location: Defensive Abilities.
TABLE 6-6: DRAGON BLOOD DAMAGE
Dragon Size Points of Energy Damage
Medium or smaller 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Dragon Cantrips (Su): If the mythic dragon is able to cast arcane spells, it automatically knows all cantrips for its equivalent spellcasting class and can cast them at will.
Format: dragon cantrips; Location: SQ.
Dragon Fury (Su): If a mythic dragon confirms a critical hit with a natural weapon, it adds its dragon blood damage to the damage dealt by the natural attack.
Format: dragon fury (ld6 fire); Location: Special Attacks.
Dual Initiative (Ex): The monster gets two turns each round, one on its initiative count and another on its initiative count - 20 . For example, if the monster's initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster's first turn each round counts toward such durations.
Format: + 21/+i; Location: Initiative.
Feral Savagery (Su): Under the circumstances listed in the monster's stat block-such as when it makes a full attack or a rend attack-it can immediately attempt an additional attack against an opponent. This attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. This additional attack doesn't stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn't grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.
Format: feral savagery (full attack); Location: special attacks.
Fortification (Ex): The monster has an 50 % chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Format: fortification (so%); Location: Defensive Abilities.
Greensight (Su): The monster can see through thick plant matter as though it were transparent, usually with a range of 6o feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster's sight, though solid wood still blocks its line of sight.
Format: greensight 60 ft.; Location: Senses
Lingering Breath (Su): The creature can expend one use of mythic power as a free action when it uses its breath weapon to make the area radiate energy damage (of the same type as the breath weapon) for i round per mythic rank. Any creature in, entering, or passing through the breath weapon's area during this duration takes damage according to the creature's size. This ability has no effect on breath weapons that do not deal energy damage.
Format: lingering breath (2d6 fire, 5 rounds); Location: Special Attacks
TABLE 6-7: LINGERING BREATH DAMAGE
Creature Size Points of Energy Damage
Medium or smaller 2d4
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Mistsight (Ex): The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Format: mistsight; Location: Senses.
Mythic Magic (Su): Up to three times per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way).
Format: mythic magic 3/day; Location: Special Attacks.
Mythic Power (Su): The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank. This amount is its maximum amount of mythic power. If an ability allows it to regain mythic power, it can never gain more than this amount. The monster automatically has the surge ability (see page 228), and can use this mythic power to activate it. It may have other abilities that rely on mythic power.
Format: mythic power (3/day, surge +id6); Location: Special Attacks.
Poisonous Blood (Ex): Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison. (Melee weapons with reach don't endanger their users in this way.) The type of poison depends on the monster. Unless otherwise stated, this poison uses the poison's normal DC, though some monsters might have a poison DC that's Constitution-based.
Format: poisonous blood (dragon bile); Location: Defensive Abilities.
Powerful Blows (Ex): The specified attack adds 1-1/2 times the creature's Strength bonus on damage rolls instead of its normal Strength bonus or halfits Strength bonus.
Format: powerful blows (slam); Location: SQ.
Sand Glide (Ex): This ability functions like the earth elemental's earth glide ability, but works only on sand, dirt, and other fine-grained solid matter. The creature's speed using sand glide as the same as its base speed.
Format: sand glide; Location: Speed.
Second Save (Ex): Whenever the creature fails a saving throw against an effect with a duration greater than I round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as ifit had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.
Format: second save; Location: after saving throws.
Simple Arcane Spellcasting: The creature gains the ability to cast spells from the sorcerer/wizard spell list. Select a number of spells with total spell levels equal to twice the creature's CR. No spell for this ability should have a level higher than I + i/2 the creature's CR. A a-level spell counts as i/2 spell level toward this total. The creature can cast each of these spells once per day. Its caster level is equal to its Hit Dice. It uses the higher of its Intelligence or Charisma modifiers to determine its spell DCs.
Format: simple arcane spellcasting; Location: Special Attacks.
Simple Divine Spellcasting: The creature gains the ability to cast spells from the cleric or druid spell list. Select a number of spells with total spell levels equal to twice the creature's CR. No spell for this ability should have a level higher than I + 1/2 the creature's CR. A a-level spell counts as 1/2 spell level toward this total. The creature can cast each of these spells once per day. Its caster level is equal to its Hit Dice. It uses its Wisdom or Charisma (whichever is higher) to determine its spell DCs.
Format: simple divine spellcasting; Location: Special Attacks.
Smother {Ex): If the creature's grappled opponent is holding its breath, the monster can force that opponent to expel or consume some of its breath, or can otherwise reduce the time remaining until the target has to attempt checks to avoid suffocation (Core Rulebook 445).
If the monster succeeds at a grapple check against the opponent, the remaining duration for which the opponent can hold its breath decreases by id6 rounds. If this reduces the remaining time that the creature can hold its breath to o rounds or fewer, the DCs of its suffocation checks increase by 5. For example, if the monster is grappling a creature that has io rounds remaining before it has to attempt suffocation checks, a successful grapple check reduces that duration by id6 rounds.
If the monster has another ability (such as constrict) that harms the opponent when it succeeds at a grapple check, it can automatically use the smother ability when it succeeds at the grapple check to use the other ability.
Format: smother; Location: Special Attacks.
Steal (Ex): The creature can attempt a steal combat maneuver (Patlifinder RPG Advanced Player's Guide 322) against its opponent as a free action without provoking attacks of opportunity ifit hits with the specified attack.
Format: steal; Location: individual attacks.
Surge {Su): The monster can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d2o roll it just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die gained by using this ability increases to id8 at 4th rank, id10 at 7th rank, and id12 at 10 th rank. The monster can use this ability even ifit's mindless or of animal-level intelligence.
Surge doesn't have a separate entry in the monster stat block-the surge die is listed in the mythic power ability.
X-R.ay Vision {Su): The monster can see through solid matter as if wearing a rin.!J of x-ray vision. This is as exhausting as if the monster were actually using the ring.
Format: x-ray vision; Location: Senses.
EVALUATlNG MONSTER STAT1ST1CS
Table 6-8: Monster Statistics by CR is an expansion of the table of the same name on page 291 of the Bestiary, listing approximate statistics for monsters up to CR 30 (the information for CR 1-20 is identical to that presented in the Bestiary). These values are rough guidelines. You'll notice that many of the existing monsters in this book don't follow these guidelines exactly. Most monsters excel in one of these areas (usually in the amount of damage dealt), but lag in one or two other areas to balance them out. For example, a monster might have higher damage than what's listed in the table, but have a lower AC and hit points. The entries on the table are as follows.
CR: This is the approximate CR of the monster. This number might change as the design progresses.
Hit Points: This is the approximate hit point total for the monster. A creature with a particularly high AC, especially large saving throw bonuses, or a number of resistances might have a lower number. Outsiders and constructs typically have lower hit point totals.
Armor Class: This is the average AC for a creature of this CR. When it comes time to design the creature's protections, keep this number in mind. Creatures whose hit point totals are above average typically have lower AC to compensate.
High Attack: This is the average total attack bonus for a creature of this CR that is primarily a me lee or ranged combatant. Creatures with a higher than normal average damage typically have a lower attack value to compensate.
Low Attack: This is the average total attack bonus for a creature of this CR that doesn't rely upon melee or ranged attacks to deal damage. This includes most creatures that mainly use spells and spell-like abilities in combat.
Average Damage: This is the average amount of damage dealt by a creature of this CR if all of its attacks are successful. To determine a creature's average damage, add the average value for all of the damage dice rolled (as determined by Table i-5: Average Die Results on page 293 of the Bestiary) to the damage modifier for each attack.
A creature that relies on melee or ranged weapons in combat should have average damage within the range of high and low damage.
A creature with higher than normal attack bonuses often deals less damage, and a creature with lower than normal attack bonuses often deals more damage.
Primary Ability DC: This is the average difficulty class (DC) for any spells, spell-like abilities, and special abilities (such as breath weapons) possessed by a creature of this CR that relies on such attacks in combat. If an ability is particularly powerful, it might have a lower DC to compensate for that.
Secondary Ability DC: This is the average DC for spells and special abilities for a creature that does not rely on such attacks in combat. Generally, an ability's DC should not be lower than this number.
Good Save: This is the average saving throw bonus for a creature of this CR, if the saving throw is one of the creature's good saving throws.
Poor Save: This is the average saving throw bonus for a creature of this CR, if the saving throw is one of the creature's poor saving throws.