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 if the attack had missed).
Format: block attacks; Location: Defensive Abilities.
Darkvision (Ex or Su) A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.
Format: darkvision 60 ft.; Location: Senses.
Display of StrengthMA (Su) As a free action, the creature can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, the creature can use this ability to apply a +20 circumstance bonus to its Strength score for a number of hours equal to its mythic rank for the purpose of determining its carrying capacity.
Format: display of strength; Location: SQ.
Dragon CantripsMA (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.
Dual InitiativeMA (Ex) The creature 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, on its first turn it could make a full attack (and take a 5-foot step) at initiative 23, and on 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/+1; Location: Init.
Emotion Aura (Su) A creature with this ability surrounds itself with an area of swirling, chaotic emotions. These emotions make it difficult for spellcasters to cast spells with the emotion component (Pathfinder RPG Occult Adventures 144). Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with an emotion aura + that creature's Charisma modifier) to cast a spell with an emotion component. Failing this check causes the spell to be lost with no effect. In addition, any spellcaster casting spells with the emotionUM or fear descriptor on targets inside this aura must succeed at this check or the spell fails to affect targets within the aura (although others outside the area are affected as normal). Creatures with this ability are immune to its effects and can cast spells normally.
Format: emotion (DC 17); Location: Aura.
Fortification (Ex) The monster has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Format: fortification (50%); Location: Defensive Abilities.
Greensight (Su) The monster can see through thick plant matter as though it were transparent, usually with a range of 60 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.
Hardness (Ex) When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn't further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.
Format: hardness 10; Location: Defensive Abilities.
Lingering BreathMA (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 1 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 3–1: Lingering Breath Damage
Creature Size Points of Energy Damage
Medium or smaller 2d4
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Mental Static Aura (Su) A creature with this ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with a mental static aura + that creature's Charisma modifier) to cast a spell with a thought component (Occult Adventures 144). Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally.
Format: mental static (DC 18); Location: Aura.
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 ImmortalityMA (Su) If the creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn't treated as if it had rested, and doesn't regain the use of abilities that are restored with rest until it next rests. This ability doesn't apply if the creature is killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is 10th mythic rank, it can be killed only by a coup de grace or critical hit made with an artifact. (This ability is called 「immortal」 in Mythic Adventures.)
Format: mythic immortality; Location: SQ.
Mythic MagicMA (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 PowerMA (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 (Mythic Adventures 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 +1d6); Location: Special Attacks.
Ooze Traits (Ex) Oozes are immune to critical hits, flanking, precision damage, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, stun, and visual effects.
Format: ooze traits; Location: Immune.
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 is not 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 to damage rolls instead of its normal Strength bonus or half its Strength bonus.
Format: powerful blows (slam); Location: SQ.
Psychic Magic (Sp) A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night's rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell's PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature's Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells (Occult Adventures 144) via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks (Occult Adventures 194).
Format: Psychic Magic (Sp) (CL 10th; concentration +14) 12 PE—charm person (1 PE, DC 14), disguise self (2 PE), mind thrust IIIOA (3 PE, DC 16), tower of iron will IOA (5 PE); Location: Before Spell-Like Abilities.
Psychic Resilience (Ex) Creatures with this ability are resistant to the effects of many psychic spells. They gain a +4 bonus on saving throws against all psychic spells.
Format: +4 vs. psychic spells; Location: After saves and in Defensive Abilities.
Second SaveMA (Ex) Whenever the creature fails a saving throw against an effect with a duration greater than 1 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 if it 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.
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 1d6 rounds. If this reduces the remaining time that the creature can hold its breath to 0 rounds or fewer, the DCs of its suffocation checks increase by 5. For example, if the monster is grappling a creature that has 10 rounds remaining before it has to attempt suffocation checks, a successful grapple check reduces that duration by 1d6 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.
Spells: The creature is able to cast magical spells like a member of a spellcasting class. The creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class's spellcasting (such as incense of meditation or a pearl of power). If the creature has any other abilities relating to that class (such as cleric domains or a sorcerer bloodline), this is explained in its entry. If the creature gains levels in that spellcasting class, these abilities stack (for example, a spirit naga that gains 3 sorcerer levels casts spells as a 10th-level sorcerer). Some creatures may have unusual abilities unavailable to spellcasters of that class (such as a spirit naga's ability to learn cleric spells with her sorcerer spells known).
Steal (Ex) The creature can attempt a steal combat maneuver check (Pathfinder RPG Advanced Player's Guide 322) against its opponent as a free action without provoking attacks of opportunity if it hits with the specified attack.
Format: steal; Location: individual attacks.
SurgeMA (Su) The monster can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d20 roll it just made by rolling 1d6 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 1d8 at 4th mythic rank, 1d10 at 7th mythic rank, and 1d12 at 10th mythic rank. The monster can use this ability even if it'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.
Thoughtsense (Su) Creatures with this ability automatically detect and locate conscious creatures within the specified range (usually 60 feet). This ability functions similarly to blindsight. Nondetection, mind blankOA, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.
Format: thoughtsense 60 ft.; Location: Senses.
X-Ray Vision (Su) The monster can see through solid matter as if wearing a ring of x-ray vision. This is as exhausting as if the monster were actually using the ring.
Format: x-ray vision; Location: Senses.