The Mythar Creature Gallery (my players stay out)

Ferrix

Explorer
Okay, here is where I'm going to put up some of the NPC's and various creations I've fumbled together for my game. Critique/comments are appreciated. ECL/CR's are shots in the dark usually.
 
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The Mythar

The Mythar are a race of psionic humanoids who descended upon the continent of Ethend a hundred years ago. Surging into battle they eventually overran the continent establishing a dark hold upon the land and forcing many of the races into servitude. The Mythar live in a caste structure determined by their genetic traits upon birth, however these traits are not set and a lower caste warrior may birth a high caste seer.

Mythar Traits: All Mythar possess the following traits.
  • Darkvision 60 ft.
  • Power Resistance of 5 + HD
  • Weapon Familiarity with the Kyr'drat and the Eh'len
  • Cognitive Insight: Mythar receive an insight bonus to their AC equal to their intelligence bonus.
  • +2 racial bonus on Sense Motive and Autohypnosis checks.
  • Cognitive Intensity: Mythar always use their intelligence for manifesting purposes and calculating bonus power points unless otherwise noted. Mythar always have an effective manifester level equal to their hit dice.
  • Knowledge (psionics) always a class skill
  • Naturally Psionic: 4 power points
 

The Huom

Huom are the most common warriors in the Mythar, they are the infantry and guards in the cities taking care to maintain the status quo of the lesser races. They also form the basic hunting packs which are used in tracking down fugitives.

Huom appear as tall, gaunt humanoids with smooth, gray skin and bald heads. Their eyes are empty black pools of unnerving consciousness, and their ears are subsumed within their skulls. They carry a large vicious looking polearm which is unique to the Mythar.

Huom, Warrior 1
Medium Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 1d8+2 (6 vp)
Wound Points: 14
Initiative: +5
Speed: 30 ft.
Armor Class: 14 (+1 insight, +1 dexterity, +2 studded leather)
Armor DR: 1/-
Base Attack/Grapple: +1/+2
Attack: mw kyr'drat +4 melee (2d6+1, 19-20, slashing) or eh'len +2 ranged (1d6+1, 18-20, 20 ft., slashing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Mythar Traits, Darkvision 60 ft., Power Resistance 6
Saves: Fort +4, Ref +1, Will -2
Abilities: Str 13, Dex 13, Con 14, Int 12, Wis 7, Cha 8
Skills: Jump +5, Intimidate +3, Craft (weaponsmithing) +5
Feats: Improved Initiative (B), Weapon Focus: Kyr'drat
Environment: Ethend
Organization: Single, Pair, Ken* (2-7), or Toh'Ken* (13-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Lawful Evil
Advancement: By class

Combat: Huom enter combat usually by manifesting vigor and then throwing their eh'len. Following up with a charge with the kyr'drat. They usually save their hustle ability for regrouping and if they perceive a new threat.

Psi-like Abilities: 3/day - Hustle, Vigor, Call Weaponry; Manifester level 1, Saves are Int based.

*A Ken or hunt will also have a kobold ranger 1 and a Huom Shocker, a Toh'Ken or great hunt will have at least one kobold ranger 1, a pair of Shockers, a Battlemaster and perhaps be traveling with a My'thon.

The Huom presented above had the following starting attribute array: 13, 11, 12, 10, 9, and 8. Giving them the following racial modifiers: +2 Dex, +2 Con, +2 Int, -2 Wis

Huom Shocker, Barbarian 3
Medium Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 3d12+6 (31 vp) (39 raging)
Wound Points: 14 (20 raging)
Initiative: +5
Speed: 40 ft.
Armor Class: 18 (+1 insight, +1 dexterity, +3 chain shirt, +2 class) (14 raging)
Armor DR: 2/-
Base Attack/Grapple: +3/+4 (+7 raging)
Attack: +1 kyr'drat +6 melee (2d6+2, 19-20, slashing) or MW eh'en +5 ranged (1d6+1, 18-20, 20 ft., slashing); when raging: +1 kyr'drat +9 melee (2d6+7, 19-20, slashing) or MW eh'len +5 ranged (1d6+4, 18-20, 20 ft., slashing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Mythar Traits, Darkvision 60 ft., Power Resistance 9, Rage 1/day, Uncanny Dodge
Saves: Fort +5, Ref +2, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 12, Wis 7, Cha 8
Skills: Jump +7, Intimidate +5, Craft (weaponsmithing) +7
Feats: Improved Initiative (B), Power Attack, Reckless Rage*
Environment: Ethend
Organization: Single or Pair
Challenge Rating: 4
Treasure: Equipment plus one-half standard.
Alignment: Lawful Evil
Advancement: By class

Combat: Huom enter combat usually by manifesting vigor and then throwing their eh'len. Following up by raging and charging with the kyr'drat. They usually use their hustle ability to move swiftly against those foes who would pose the greatest threat.

Equipment: +1 kyr'drat (2350gp), +1 chain shirt (2250gp), 2 MW eh'lens (630gp)
Psi-like Abilities: 3/day - Hustle, Vigor, Call Weaponry; Manifester level 3, Saves are Int based.

*From Races of Stone, increases Rage to +6 Str & Con, -4 to AC.
The Huom Shocker presented above had the following starting attribute array: 13, 11, 12, 10, 9, and 8. Giving them the following racial modifiers: +2 Dex, +2 Con, +2 Int, -2 Wis

Huom Battlemaster, Fighter 4/War Mind 2
Medium Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 6d10+18 (77 vp)
Wound Points: 17
Initiative: +6
Speed: 30 ft.
Armor Class: 19 (+2 insight, +2 dexterity, +3 armor, +2 class), flatfooted 15, touch 14
Armor DR: 3/-
Base Attack/Grapple: +1/+2
Attack: +1 kyr'drat +11 melee (2d6+6, 19-20, slashing) or eh'len +8 ranged (1d6+3, 18-20, 20 ft., slashing)
Full Attack: +1 kyr'drat +11/+6 melee (2d6+6, 19-20, slashing) or eh'len +8/+3 ranged (1d6+3, 18-20, 20 ft., slashing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Mythar Traits, Darkvision 60 ft., Power Resistance 11, Chain of Personal Superiority, Chain of Defensive Posture
Saves: Fort +10, Ref +6, Will +0
Abilities: Str 16, Dex 15, Con 16, Int 14, Wis 8, Cha 11
Skills: Jump +10, Intimidate +9, Concentration +5, Craft (weaponsmithing) +7, Knowledge (history) +4, Knowledge (psionics) +10
Feats: Improved Initiative (B), Weapon Focus: Kyr'drat, Power Attack, Cleave, Toughness, Weapon Spec: Kyr'drat, Combat Manifesting
Environment: Ethend
Organization: Single
Challenge Rating: 7
Treasure: Equipment plus one-half standard.
Alignment: Lawful Evil
Advancement: By class

Combat: Huom Battlemasters prefer to take the fight to their enemies as quickly as possible. First manifesting Vigor and hurling their Eh'len, then using their Hustle power to move into melee and make a full attack with their Kyr'drats.

Equipment: +1 deep crystal kyr'drat (3000gp), +1 mithril breastplate (6000gp), 2 eh'len (30gp)

Chain of Personal Superiority (Ex): 3/day can receive a +2 insight bonus to Strength and Constitution for up to one minute. Free action.

Chain of Defensive Posture (Ex): 3/day can receive an additional +2 insight bonus to armor class for up to one minute. Free action.

Psi-like Abilities: 3/day - Hustle, Vigor, Call Weaponry; Manifester level 6, Saves are Int based.

Psionics: 15pp, Powers known: Expansion, Force Screen; Manifester level 6, Saves are Int based.

The Huom Battlemaster presented above had the following starting attribute array: 15, 13, 14, 12, 10, and 11. Giving them the following racial modifiers: +2 Dex, +2 Con, +2 Int, -2 Wis.

Expanded Stat Block; Large humanoid; HD 6d10+18 (77hp); Init +5; Speed 30 feet; AC 18 (+1 Dex, +6 armor, +2 insight, -1 size), flatfooted 17, touch 12; Bab +6, Grapple +14; Atk +1 Kyr'drat +11 melee (2d8+9, 19-20, slashing) or Eh'len +6 ranged (1d8+4, 18-20, 20 ft., slashing); Full Atk: +1 Kyr'drat +11/+6 melee (2d8+9, 19-20, slashing) or Eh'len +6/+1 ranged (1d8+4, 18-20, 20 ft., slashing); SV Fort +10, Refl +5, Will +0; Str 18, Dex 13, Con 16, Int 14, Wis 8, Cha 11.
 
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The Mython's

My'thon are the juggernauts of the Mythar race, hulking brutes of physical strength and force, they do not possess a much in the way of intelligence unlike most of the other species of Mythar but they are much more commanding in presence. They are also however less cruel than most Mythar, their simple ways often having an edge of kindness with others. Their bodies are laced with crystal fibers making them far tougher than normal living creatures. My'thon's, despite their presence, remain one of the lower caste due to their lack of intelligence.

My'thons are stocky humanoid-like creatures that dominate their surroundings with their bulk and multi-hued crystal ridges. Their bodies are entirely smooth except for veins of crystalline fibers which create large dangerous looking ridges. With almost no neck, their head seems to be a subsumed sphere with two large glistening eyes.

My'thon
Large Monstrous Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 6d8+24+8 (59 hp)
Wound Points: 36
Initiative: +0
Speed: 30 ft.
Armor Class: 14 (+5 natural, -1 size)
Armor DR: 4/-
Base Attack/Grapple: +6/+18
Attack: crystal ridge +13 melee (1d8+8, 19-20, slashing and piercing)
Full Attack: 2 crystal ridges +13 melee (1d8+8, 19-20, slashing and piercing)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Mythar Traits, Darkvision 60 ft., Power Resistance 11, Domineering Presence, Fibrous Body, Crystal Ridges
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 26, Dex 11, Con 18, Int 7, Wis 10, Cha 15
Skills: Concentration +7, Intimidate +5, Psicraft +4
Feats: Psionic Body (B), Psionic Meditation, Psionic Fist, Greater Psionic Fist
Environment: Ethend
Organization: Single or with a Hoam Toh'Ken.
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral
Advancement: 7 to 12 HD (Large), 13-18 HD (Huge), 19-24 HD (Gargantuan) or by class

Combat: My'thons prefer to enter combat by showering their opponents in a hail of crystal shards using their swarm of crystals ability and then wading into melee, lashing out with their impressive physical strength. If it notices manifesting opponents it will attempt to manifest brain lock on the opponent to disable the opponent.

Psi-like Abilities: 3/day - brain lock, swarm of crystals, metaphysical claw, inertial armor; Manifester level 6, Base Save 16 (Cha based).

Crystal Ridges: The crystal fibers which reinforce the My'thon's body coalesce in sharp protrusions along the creatures arms and hands. These crystals are sharp. They have an increased threat range of 19-20.

Domineering Presence: My'thon presence is incredibly imposing to enemies, those within sight of a fighting My'thon must make a Will save (DC 15) or become shaken so long as they remain within sight of the creature. The shaken condition remains for 1d4 rounds after they leave sight of the creature. A creature that succeeds on their Will save is not affected by that My'thons Domineering Presence ability for 24 hours. Those who are shaken by this ability suffer a -2 penalty on Will saves against that My'thon's psi-like abilities and Intimidate checks. Unlike other Mythar, My'thons use their Charisma for manifesting rather than their Intelligence.

Fibrous Body: The crystal fibers within a My'thon's body protect the creature from the more well-placed blows which could disable a lesser creature. A My'thon has double the normal Wound Points of a creature its size and also possesses 50% Fortification against critical hits and sneak attacks.

The My'thon presented above had the following starting attribute array: 12, 11, 10, 13, 8, and 9. Giving them the following racial modifiers: +14 Str, +8 Con, -6 Int, +2 Wis, and +6 Cha.

My'thon Gigant
Huge Monstrous Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 16d8+64+10 (146 vp)
Wound Points: 66
Initiative: -1
Speed: 30 ft.
Armor Class: 15 (+7 natural, -2 size)
Armor DR: 6/-
Base Attack/Grapple: +16/+36
Attack: crystal ridge +26 melee (2d6+12, 19-20, slashing and piercing)
Full Attack: 2 crystal ridges +26 melee (2d6+12, 19-20, slashing and piercing)
Space/Reach: 15 ft./15 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Mythar Traits, Darkvision 60 ft., Power Resistance 21, Domineering Presence, Fibrous Body, Crystal Ridges
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 34, Dex 9, Con 22, Int 7, Wis 10, Cha 18
Skills: Concentration +16, Intimidate +9, Psicraft +4
Feats: Psionic Body (B), Psionic Meditation, Psionic Fist, Greater Psionic Fist, Unavoidable Strike, Power Attack, Cleave
Environment: Ethend
Organization: Single.
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Neutral
Advancement: 17-18 HD (Huge), 19-24 HD (Gargantuan) or by class

Combat: My'thon gigants prefer to wade into melee, lashing out with their impressive physical strength. If it notices manifesting opponents it will attempt to manifest brain lock on the opponent to disable the opponent. If a more mobile creature is agitating the gigant it will use its swarm of crystals ability to catch the creature.

Psi-like Abilities: 3/day - brain lock, swarm of crystals*, metaphysical claw, inertial armor; Manifester level 16, Base Save 22 (Cha based). *augmented to deal 8d4 damage

Crystal Ridges: The crystal fibers which reinforce the My'thon
s body coalesce in sharp protrusions along the creatures arms and hands. These crystals are sharp. They have an increased threat range of 19-20.

Domineering Presence: My'thon presence is incredibly imposing to enemies, those within sight of a fighting My'thon must make a Will save (DC 22) or become shaken so long as they remain within sight of the creature. The shaken condition remains for 1d4 rounds after they leave sight of the creature. A creature that succeeds on their Will save is not affected by that My'thons Domineering Presence ability for 24 hours. Those who are shaken by this ability suffer a -2 penalty on Will saves against that My'thon's psi-like abilities and Intimidate checks. Unlike other Mythar, My'thons use their Charisma for manifesting rather than their Intelligence.

Fibrous Body: The crystal fibers within a My'thon's body protect the creature from the more well-placed blows which could disable a lesser creature. A My'thon has double the normal Wound Points of a creature its size and also possesses 50% Fortification against critical hits and sneak attacks.

The My'thon presented above had the following starting attribute array: 12, 11, 10, 13, 8, and 9. Giving them the following racial modifiers: +22 Str, -2 Dex, +12 Con, -6 Int, +2 Wis, and +6 Cha.
 

The Akuns

The Akuns are the invisible agents of the Mythar, serving as information gatherers, scouts and assassins they were an integral part to the Mythar invasion. They are distinct from the caste system, a separate unit with the Mythar race.

Akuns are smaller humanoids, their entire body a black so dark that they seem to just disappear from vision. The creatures head seems akin to the rest of the body, a pool of blackness from which you can't make out any sort of visible features.

Akun, Rogue 1
Medium Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 1d6+1 (7 vp)
Wound Points: 13
Initiative: +7
Speed: 30 ft.
Armor Class: 20 (+3 insight, +3 dexterity, +2 class, +2 studded leather)
Armor DR: 1/-
Base Attack/Grapple: +0/+0
Attack: mw rapier +4 melee (1d6, 18-20, piercing) or mw dagger +4 (1d4, 19-20, piercing) or mw shortbow +4 ranged (1d6, 19-20, piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +1d6, Psi-like Abilities
Special Qualities: Mythar Traits, Power Resistance 6, Beyond Notice, Touchsight 120 ft., Scent, Sustenance
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 11, Dex 17, Con 13, Int 16, Wis 10, Cha 8
Skills: 11 skills
Feats: Weapon Finesse (B), Improved Initiative
Environment: Ethend
Organization: Single or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Neutral Evil
Advancement: By class.

Combat: Akuns attempt to avoid conflict as much as possible, using their natural ability to slip by sentient creatures without notice.

Psi-like Abilities: Always active - conceal thoughts, detect psionics; At will - empathy, psychic vampire (DC 17); 3/day - catfall, distract; 1/day - body equilibrium; Manifester level 1; Base Save DC 13 (Int based)

Sustenance (Su): An akun sustains itself by feeding off of psychic energies which it can siphon from creatures by touch. Using the psychic vampire ability successfully allows the akun to go without food and water for one day and provides the akun with a +2 enhancement bonus to Strength and Dexterity for one day. Once the akun has fed it can no longer use its psychic vampire ability until a day has passed.

Beyond Notice (Su): The akun radiates a psionic aura that makes most sentient creatures just pass over the akun without notice. Any creature attempting to notice the akun must make a Will save (DC 15) or be affected by an effect identical to the Cloud Mind power in regards to the akun. A creature that has noticed an akun must make a save every minute or once again succumb to the effects.

Touchsight (Ex): Akuns sensory organs are a mystery, however they seem to be able to sense all things in a 120 ft. radius as per the touchsight ability.

The Akun presented above has the following starting attribute array: 9, 11, 13, 12, 10, and 8. Giving them the following racial modifiers: +2 Str, +6 Dex, and +4 Int.

Akun Assassin, Rogue 5/Assassin 1
Medium Humanoid (Extraplanar, Mythar, Psionic)
Vitality Dice: 6d6+6 (29 vp)
Wound Points: 13
Initiative: +11
Speed: 30 ft.
Armor Class: 24 (+4 insight, +6 dexterity, +4 class)
Base Attack/Grapple: +4/+5
Attack: +1 rapier +11 melee (1d6+2, 18-20, piercing) or +1 dagger +11 (1d4+2, 19-20, piercing) or mw shortbow +11 ranged (1d6, 19-20, piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +4d6, Death Attack (DC 15), Poison Use, Psi-like Abilities
Special Qualities: Mythar Traits, Power Resistance 11, Beyond Notice, Touchsight 120 ft., Scent, Sustenance, Evasion, Trapfinding, Trapsense +1, Uncanny Dodge
Saves: Fort +2, Ref +12, Will +1
Abilities: Str 13, Dex 22, Con 13, Int 18, Wis 10, Cha 8
Skills: 11 skills/9 skills
Feats: Weapon Finesse (B), Improved Initiative, Up the Walls, Dodge
Environment: Ethend
Organization: Single or Pair
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral Evil
Advancement: By class.

Combat: An akun assassin uses its beyond notice ability along with its incredible skill at hiding at maneuvering into position to attack those who are its target. They prefer to know their enemies and the environment where the conflict will occur, using terrain to their advantage if things turn against them.

Psi-like Abilities: Always active - conceal thoughts, detect psionics; At will - empathy, psychic vampire (DC 21); 3/day - catfall, distract; 1/day - body equilibrium; Manifester level 1; Base Save DC 17 (Int based)

Sustenance (Su): An akun sustains itself by feeding off of psychic energies which it can siphon from creatures by touch. Using the psychic vampire ability successfully allows the akun to go without food and water for one day and provides the akun with a +4 enhancement bonus to Strength and Dexterity for one day. Once the akun has fed it can no longer use its psychic vampire ability until a day has passed.

Beyond Notice (Su): The akun radiates a psionic aura that makes most sentient creatures just pass over the akun without notice. Any creature attempting to notice the akun must make a Will save (DC 18) or be affected by an effect identical to the Cloud Mind power in regards to the akun. A creature that has noticed an akun must make a save every minute or once again succumb to the effects.

Touchsight (Ex): Akuns sensory organs are a mystery, however they seem to be able to sense all things in a 120 ft. radius as per the touchsight ability.

The Akun presented above has the following starting attribute array: 11, 15, 13, 14, 10, and 8. Giving them the following racial modifiers: +2 Str, +6 Dex, and +4 Int.
 

Cantus - Tainted Sorcerer

Cantus, human sorcerer 5/tainted sorcerer 3; ECL 10; medium humanoid [tainted]; VD 5d4+3d8+18 (52); WP 16; Init +0; Speed 30 feet; Def +5 (+3 class, +2 natural), DR 2/-, flatfooted +5, touch +3, ACP 0, Spell Failure 0; Bab +4, Grapple +3 (+16); Atk +4 melee touch (1d4+3+attach, critical 19-20, tainted touch) or +4 ranged touch (1d4+3+attach, critical 19-20, 20 ft., tainted touch); SA: drain, attach, spells; SQ: fire resistance 9, taint suppression, blood component, tainted metamagic, tainted spellcasting, tainted energy pool; SV Fort +7, Refl +2, Will +6; Str 8, Dex 10, Con 16, Int 11, Wis 12 (18), Cha 14. Taint: 12

Skills and Feats: Concentration +11 (8 ranks), Knowledge (arcana) +8 (8 ranks), Spellcraft +10 (8 ranks), Craft (alchemy) +6 (4 ranks); Draconic Heritage: Red, Draconic Power, Draconic Resistance, Empower Spell, Violate Spell (b), Malign Spell Focus (b).

Attach: If Cantus hits with his tainted touch attack, a tendril of black energy attachs to the target. When attached, a tendril is considered grappling, although Cantus himself is not. The tendrils have a +16 bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached tendril can be struck with a weapon or grappled itself. To remove an attached tendril through grappling, the opponent must achieve a pin against the tendril. The tendril cannot actually be destroyed but any single attack which deals at least six points of slashing damage causes the tendril the tendril to immediate release the victim.

Drain: A tendril drains the life force from the target it is attached to, dealing 1d4 points of Constitution damage and inflicting 1 negative level in any round when it begins its turn attached to a victim. For each point of Constitution damage dealt Cantus receives 5 temporary hit points which last for one hour. For each negative level bestowed, Cantus adds one to his tainted energy pool.

Tainted Energy Pool: Cantus can draw energy from his tainted energy pool in place of taking Constitution damage for powering his tainted metamagic or in place of taking damage as substitution for a material component. For each one point of tainted energy spent, it counts as 1 Constitution point or 5 points worth of damage. Powering his spells with tainted energy allows him to go over the normal maximum spell level allowed when applying metamagic feats to spells he casts.

Spells Per Day (6/8/8/6/4)
Spell DC: 24+spell level
Effective Caster Level: 8
Spells Known
0th- Acid Splash, Prestidigitation, Touch of Fatigue, Read Magic, Detect Magic, No-Light, Light, Open/Close
1st- Shield, Ray of Enfeeblement, Burning Hands*, Mage Armor, Lesser Orb of Fire*
2nd- Slow Consumption, False Life, Glitterdust
3rd- Fireball*, Curse of the Putrid Husk
4th- Wrack

*+1 to caster level and DC due to Draconic Power

-Leeway was taken for this character in spell selection and also in the tainted abilities (derived sort of from the stirge's attachment + vampire like).
 

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