TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  The Mythic Glabrezu
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Mythic Glabrezu 
   
  A towering monstrosity looms above you, black 
  venom dripping from the jaws of its oversized wolf’s head. Its 
  muscular body is covered in a mix of spotted fur and slimy 
  purple scales. Four arms extend with menace from its great 
  body, two ending in the claws of a lion while the other pair is 
  chitinous and capped by wicked, blood-soaked pincers, like 
  some nightmarish crab. Worst of all are the eyes, filled not 
  only with hate and malice, but also with an intelligence far 
  beyond mere cunning.
  MYTHIC GLABREZU 
   CR 16/MR 6
  XP 76,800
  CE Huge outsider (chaotic, demon, evil, extraplanar, mythic) 
  Init +0; Senses darkvison 60 ft., trueseeing; Perception +26 
  Aura evil (10 ft.)
  DEFENSE
  AC 34, touch 8, flat-footed 34 (+26 natural, -2 size)
  hp 246 (12d10+180)
  Fort +18, Ref +4, Will +11
  DR 10/good and epic; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 30
  OFFENSE
  Speed 40 ft. 
  Melee 2 pincers +23 (2d8 +13/19-20), 2 claws +23 (1d6 +13), 
  bite +23 (1d8 +13 plus grab)
  Space 15 ft.; Reach 15 ft. 
  Special Attack evil wish, grab, mythic power (6/day; 
  surge 1d8), mythic spell-like abilities, mythic summons, 
  recovery, rend (2 pincers, 2d8+19), swallow whole (2d6 acid 
  damage plus 2d6 vs. good creatures,, AC 10, hp 25), voice of 
  temptation
  Spell-Like Abilities (CL 14th)
       Constant—true seeing
       At Will—chaos hammer (DC 19), confusion (DC 19), dispel 
  magic, mirror image, reverse gravity (DC 22), greater teleport 
  (self plus 50 lbs. of objects only), unholy blight, veil (self only)
       1/day—power word stun, summon (level 4, 1 glabrezu 20%, 
  or 1d2 vrocks 50%) 
       1/month—wish (granted to a humanoid only)
  STATISTICS
  Str 37, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +27; CMD 37
  Feats Cleave, Great Cleave, Improved Critical (pincer), 
  Maximize Surge, Mythic Cleave, Persuasive, Power Attack, 
  Vital Strike
  Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge 
  (history) +18, Knowledge (local) +18, Perception +26, 
  Sense Motive +18, Stealth +7, Use Magic Device +17; Racial 
  Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ unbindable
  ECOLOGY
  Environment any (Abyss)
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Evil Wish (Su): Whenever the mythic glabrezu 
  grants a wish for an evil-aligned humanoid, he may expend 
  one daily use of his mythic power. If he does, he may use up 
  to three wish spells in order to grant the humanoid’s request, 
  rather than only a single wish spell. Additionally, if desired, 
  the mythic glabrezu can always pervert a wish into a literal 
  but undesirable fulfillment or only a partial fulfillment, even 
  if the wish would normally be a “safe” wish without a chance 
  of that occurring.
   
  Recovery (Sp): As a standard action, the mythic 
  glabrezu can expend one use of his mythic power in order 
  to regain all daily uses of one of his spell-like abilities of his 
  choice (potentially including his summon ability, if desired).
  Ecology
   
  The mythic glabrezu is fiend of terrible power and 
  wicked motivation. Like most glabrezus, the mythic glabrezu 
  is a spirit of temptation, driving mortals to evil by exploiting 
  their lust for power. Even more sinister, however, the mythic 
  glabrezu does not merely tempt mortals to evil, but corrupts 
  them wholly into forsaking everything they once loved or 
  cared about, then perverting their former love to hatred until 
  the victim is hardly even identifiable as the person he or she 
  once was. 
   
  While the mythic glabrezu resembles nothing so 
  much as a terrible amalgamation of monstrous beasts, this 
  rarely impacts its dealings with mortals. The mythic glabrezu 
  is a master of illusion and disguise, and rarely appears as its 
  true self unless threatened. Instead, most mythic glabrezus 
  use their illusions to appear in the guise of an impeccably 
  dressed and well groomed light-skinned male human, who 
  speaks with eloquence and grace. When hunting for a new 
  victim to tempt into damnation, the mythic glabrezu often 
  approaches first in disguise, pretending to be a friend or 
  someone in need of help in order to gain the victim’s trust. 
  He then reveals his true nature slowly and subtly, making 
  each bad choice seem logical and right. Only when his victim 
  is in too deep does he reveal his demonic nature and attempt 
  to coax his prey into the ultimate fall, forsaking his former 
  self. Unfortunately for those who resist, the mythic glabrezu’s 
  virtually-limitless patience tends to fade almost immediately 
  if he doesn’t get what he wants, and he is not above brutally 
  eviscerating those he fails to corrupt, and simply moving on 
  to a new victim after the carnage.
   
  Luckily, there are very few mythic glabrezus in 
  existence, and most of those are trapped in the Abyss. Every 
  now and then, though, some sorcerer or witch decides to 
  summon one of these terrible creatures to the material plane. 
  This most often happens out of ignorance of the glabrezu’s 
  nature, though occasionally some poor, desperate soul 
  will summon a mythic glabrezu with full knowledge of the 
  dangers, either because he is truly that desperate, or because 
  he simply doesn’t care about the consequences.
   
  Mythic glabrezus are called into the world almost 
  exclusively to grant wishes for the summoner. For the wicked, 
  the mythic glabrezu can grant nearly any request, no matter 
  how complex. Still, wishes granted by a mythic glabrezu are 
  always fulfilled in the most corrupt and evil way possible. 
  Unlike the traditional glabrezu, the mythic glabrezu garners 
  little pleasure from using wishes to kill the wish-maker, 
  
  3
  instead preferring to twist the wishes to torture and torment 
  as many people as possible, delighting in their malediction.
  New Mythic Abilities
   
  The following section provides several new mythic 
  abilities for mythic monsters. This particular selection of 
  abilities are designed for demonic or similarly fiendish 
  creatures.
   
  Aura of Evil (Su): The mythic demon is surrounded 
  by a miasma of pure concentrated malice, which causes 
  damage to those not native to the planes of evil. Any 
  character that enters or begins its turn within 10 feet of the 
  mythic demon suffers 2d6 points of damage. Good characters 
  suffer an additional 2d6 points of damage while in this area. 
  Outsiders with the evil subtype are immune to this damage. 
  A creature must be an outsider with the evil subtype to select 
  this mythic ability.
   
  Demonic Possession (Sp): Many mythic demons 
  have the ability to possess living creatures, taking over their 
  body for a time. By expending one daily use of mythic power 
  as a standard action, the mythic demon can attempt to 
  possess a character within 30 feet. This functions similarly to 
  the spell magic jar, except that the demon’s soul enters the 
  target’s body directly, and no “magic jar” is required. While 
  using this ability, the mythic demon’s body remains alert 
  and active, and behaves in bestial fashion, acting as though 
  it were of animal intelligence (treat it as being Neutral with 
  Intelligence and Charisma scores of 1). 
   
  While under the mythic demon’s control, the 
  possessed character can see, hear, and feel everything the 
  mythic demon does, and retains memory of these things 
  after the demon leaves his body. The effective caster level for 
  this ability is 10 or the mythic demon’s Hit Dice, whichever is 
  higher. A character is allowed a Will saving throw to prevent 
  himself from being possessed in this way (DC 15 + the mythic 
  demon’s Charisma modifier). Good characters gain a +5 
  bonus on this saving throw, while evil characters suffer a -5 
  penalty on the saving throw. If the mythic demon’s body dies 
  before the effect ends, the demon dies when it is unable to 
  return to its body. A creature must have the demon subtype 
  to select this mythic ability.
   
  Mythic Spell-Like Abilities (Sp): Whenever the 
  mythic creature uses one of his spell-like abilities, he may 
  expend one use of mythic power in order to treat that spell-
  like ability as the mythic version of that spell. Additionally, 
  whenever he uses one of his spell-like abilities, he may 
  expend one use of his mythic power as part of using that 
  spell-like ability in order to increase the saving throw DC of 
  that spell-like ability by +2. 
   
  Mythic Summons (Sp): Whenever the mythic 
  demon uses the summon ability, he may expend one use of 
  his mythic power in order to summon the chosen creature or 
  creatures with 100% success, regardless of the normal chance 
  of success. Additionally, whenever he uses this ability, he may 
  expend one additional use of his mythic power in order to 
  summon the mythic version of the creature or creatures to be 
  summoned. A creature must be a demon with the summon 
  ability to select this mythic ability.
   
  Touch of Temptation (Sp): Many mythic demons 
  can tempt mortals into doing wicked things with whispers 
  and a touch, typically a kiss or caress. This requires a 
  standard action and a successful touch attack (if the target 
  is unwilling). If the touch attack is successful, the target 
  becomes unable to resist anything the mythic demon says, 
  and suffers a -10 penalty on all Sense Motive checks made 
  against the mythic demon. Additionally, the mythic demon 
  gains a +10 bonus on Diplomacy checks made against the 
  target. Both of these effects last for 10 minutes. A creature 
  must be an outsider with the evil subtype to select this 
  mythic ability.
   
  Unbindable (Ex): Many mythic demons possess 
  the ability to break free of magic circles which flawlessly 
  imprison other, lesser beings. By expending one use of mythic 
  power as a free action, a demon with this ability becomes 
  immune to the effects of a magic circle against evil spell, as 
  well as against any other effect which would trap it on the 
  material plane (such as a dimensional anchor spell, or the 
  alternate rules for binding a demon listed in Ultimate Magic, 
  but not the rules for ritually summoning a creature found in 
  this book) for 1 round. A creature must be an outsider with 
  the evil subtype to select this mythic ability.
   
  Voice of Temptation (Sp): Many mythic demons 
  can shake the will of mortals and force them to do evil. As a 
  full-round action, the mythic demon can expend one daily 
  use of mythic power in order to force the target to succeed on 
  a Will save (DC 10 + 1/2 the mythic demon’s Hit Dice + the 
  mythic demon’s Charisma modifier) or be forced to follow the 
  mythic demon’s instructions, which can be anything that the 
  mythic demon can express in 100 words or less. The character 
  must follow the command to the best of his ability for a 
  number of rounds equal to the mythic demon’s Charisma 
  modifier, or until the task is completed, whichever comes 
  first. A creature must be an outsider with the evil subtype to 
  select this mythic ability.
   
  Whispers of Evil (Sp): As a standard action, the 
  mythic demon can use its telepathy to whisper evil thoughts 
  into the mind of a creature within 60 feet. These evil 
  thoughts take root and make the target more susceptible to 
  mind-affecting effects. The target must succeed on a Will 
  save (DC 10 + 1/2 the mythic demon’s Hit Dice + the mythic 
  demon’s Charisma modifier) or suffer a -4 penalty on Will 
  saves made to resist mind-affecting spells and spell-like 
  abilities of evil outsiders. This penalty lasts for a number of 
  days equal to the mythic demon’s mythic rank. A creature 
  must be an outsider with the evil subtype to select this 
  mythic ability.
  
  4
  Summoning Rituals
   
  While most demons can be summoned with a 
  simple planar binding spell, mythic demons are exceptional 
  and require an alternative means of summoning. That said, 
  in some ways summoning a mythic demon is far easier 
  than casting planar binding, in that it doesn’t require any 
  special skills or talent in magic, merely a desire to summon 
  the creature and the ability to acquire certain objects and 
  perform a special ritual. The ritual of summoning a mythic 
  demon is always complex, obscure, and unique to the type 
  of demon being summoned; for instance, the ritual for 
  summoning a mythic hezrou won’t allow a prospective 
  summoner to summon a mythic succubus. 
   
  In addition to being divorced from actual 
  spellcasting, summoning a mythic demon in this fashion is 
  incredibly dangerous and may offer the summoner little in 
  the way of protection against the creature he summoned. 
  Of course, certain measures can be taken to help ensure the 
  safety of the summoner, such as a magic circle against evil 
  spell, or even thick walls or iron bars between the summoner 
  and the summoned creature. 
   
  Performing a ritual of this type requires great skill 
  to do correctly, and the results can be disastrous for those 
  who are unprepared. In order to perform a ritual, it must first 
  be researched; this requires a successful Knowledge check. 
  The exact type of skill check and the DC associated with 
  that check are described in the ritual. Attempting to learn 
  a ritual in this fashion can be attempted once, and if the 
  check is a failure, the check cannot be attempted again until 
  the character gains an additional rank in the appropriate 
  Knowledge skill. 
   
  Once the ritual is learned, the would-be summoner 
  must perform certain steps and acquire certain items in 
  order to perform the ritual, culminating in one or more skill 
  checks in order to determine if the creature is summoned. If 
  it is, then the summoner must make one or more additional 
  skill checks, as outlined in the ritual’s description, in order 
  to safely bind the summoned creature and prevent it from 
  escaping or attacking him. Success or failure on this check 
  can have additional consequences, outlined in the ritual’s 
  description. Finally, if the summoner successfully binds the 
  summoned creature, he can attempt one or more additional 
  skill checks in order to gain command over the summoned 
  creature. The exact nature of this control varies from one 
  ritual to another.
   
  Many mythic demons have more than one ritual 
  which can be used to summon them. The below are just two 
  examples of rituals which could be used to summon a mythic 
  glabrezu. 
  Reading a Ritual
   
  These rituals are all formatted the same way, as 
  described below.
  Ritual Name: This is the name of the ritual. The same ritual 
  is often called by different names, and these names can 
  change when being used in the game.
  Research: This lists the appropriate skill or skills required to 
  learn the ritual, and the DCs that must be achieved in order 
  to do so.
  Material Components: If a ritual requires components 
  that are costly or difficult to acquire, they will be listed here. 
  Components not listed here are assumed to be acquirable 
  with one hour of shopping in any settlement with a gp limit 
  of 100 gp or more, and cost a total of 25 gp.
  Description: A brief, flavorful description of how to perform 
  the ritual 
  Time: The amount of time required to perform the ritual.
  Summoning: This lists the required skill check and the DC 
  to successfully summon the creature. It also lists the type 
  of creature that is summoned by the ritual, as well as any 
  consequences of failing to summon the creature.
  Binding: This lists the required skill check and DC to gain 
  some measure of control over the summoned creature, 
  and prevent it from escaping or attacking the summoner 
  immediately. This section will contain any special 
  information about how the summoned creature acts if the 
  binding fails, and what the summoner can do if it succeeds.
  Command: This lists the required skill check and DC for 
  the summoner to gain greater control over the summoned 
  creature. The exact nature of this control, as well as how long 
  it lasts, is described here.
  Rituals for Summoning a Mythic Glabrezu
  Call the Grey Man
  Research: The summoner must succeed on a Knowledge 
  (nobility) check (DC 27) to learn this ritual. Doing so 
  generally requires at least 5 hours of research.
  Material Components: Gold and jewelry worth at least 
  1,500 gp, as well as a gold crown soaked in the blood of a 
  creature with the giant subtype.
  Description: To perform the ritual to summon the 
  “grey man,” a mysterious force which can grant any wish 
  the summoner desires, the summoner must first go to a 
  crossroads at midnight and don a crown of gold which has 
  been soaked in the blood of a giant. He then must bury a sack 
  of gold and gems sufficient to ransom a nobleman at a depth 
  of 10 feet, and mark the ground where he left it with a pound 
  of salt arranged in the symbol of a skull. The summoner 
  must then slice open his palms and bleed upon the earth for 
  1 minute without speaking. Once that time has passed, he 
  must scatter the salt and stand on that spot for 10 minutes 
  in silence. If performed correctly, a man in grey silken robes 
  with the power of a demon will appear from the north to 
  serve the summoner. He will know the summoner by name 
  and take the summoner’s crown as payment for his services. 
  The summoner must never dig up the gold and valuables 
  buried as part of this ritual, or risk death at the hands of all 
  the forces of the Abyss.
  
  5
  Time: The minimum amount of time required to perfume 
  this ritual is 12 minutes, plus the time required to dig and 
  then refill a hole of 10 feet.
  Summoning: The summoner must succeed on both an 
  Appraise check (DC 15) and a Spellcraft check (DC 15). Failure 
  on either check causes the ritual to fail completely. Success 
  on both checks indicates that a single mythic glabrezu is 
  summoned, disguised as a “grey man.” Mythic glabrezus 
  summoned in this way always have their wish spell-like 
  ability available to use.
  Binding: The summoner must succeed on a Knowledge 
  (planes) check (DC 21) to prevent the mythic glabrezu from 
  harming him. Failure on this check means that the mythic 
  glabrezu immediately attempts to slay the summoner. If the 
  summoner succeeds on the check, however, he can bargain 
  with the mythic glabrezu for a wish, but must agree to 
  perform a service of the mythic glabrezu’s choosing in return. 
  If the summoner agrees to do so, he is automatically affected 
  as though by the spell geas/quest (no save) to perform the 
  chosen action. If the summoner and the mythic glabrezu 
  cannot reach an agreement, or the summoner decides not to 
  make a wish, then the mythic glabrezu can attack him, even 
  if he succeeded on the binding check. Attacking the mythic 
  glabrezu ends the binding effect.
  Command: The summoner must succeed on both an 
  Appraise check (DC 20) and a Knowledge (planes) check (DC 
  30) in order to command the summoned mythic glabrezu. 
  If he succeeds on both checks, the summoner may force the 
  mythic glabrezu to grant a single wish, using its wish spell-
  like ability. There is no guarantee that the outcome of the 
  wish will not be perverted, and the summoner has no other 
  control over the mythic glabrezu, which departs as soon as 
  the wish is granted.
  Ritual of the Beast of Desires
  Research: The summoner must succeed on both a 
  Knowledge (planes) check (DC 21) and a Knowledge 
  (religion) check (DC 21) to learn this ritual. Doing so 
  generally requires at least 8 hours of research.
  Material Components: Silver powder worth 2,000 gp and 
  the hearts of a human child, a human woman in her prime of 
  life, and a human man of old age or older.
  Description: The ritual of the beast of desires requires the 
  hearts of three humans, which must be harvested from those 
  ruled by desire. One heart from a child full of want and lust 
  for life, one heart from a woman ruled by passion, and one 
  from an old man wishing for the days of his youth. At dawn 
  on the day of the new moon, these hearts must be placed in a 
  pot and stewed for 8 hours. At the completion of the cooking 
  process, the hearts must be eaten by the summoner. Then, 
  one hour after full darkness comes, the summoner must use 
  powdered silver to form a triangle with 30-foot long sides. He 
  must then remain in prayer until dawn the next day, chanting 
  the names of Xenofis, Charis, and Hettlebros. If done 
  correctly, the silver will vanish in smoke and the summoner 
  will be visited by a beast in the guise of a man, who will grant 
  his every desire.
  Time: This ritual requires 24 hours to be performed. Any 
  given summoner cannot perform this ritual more than once 
  per year, and all attempts after the first in a given year fail 
  automatically.
  Summoning: The summoner must succeed on a Craft 
  (alchemy) check (DC 20). Failure on either check causes the 
  ritual to fail completely. Success on both checks indicates 
  that a single mythic glabrezu is summoned. Mythic glabrezus 
  summoned in this way have a 70% chance of having their 
  wish spell-like ability available to use.
  Binding: The summoner must succeed on a Knowledge 
  (religion) check (DC 30) to prevent the mythic glabrezu 
  from harming him. Failure on this check means that the 
  mythic glabrezu immediately attempts to slay the summoner. 
  Success indicates that the mythic glabrezu is unable to 
  directly harm the summoner or leave the triangle created 
  as part of the ritual for 24 hours, or until the summoner 
  dismisses it back to its home plane, whichever comes first. 
  Attacking the mythic glabrezu ends the binding effect.
  Command: The summoner must succeed on both a 
  Knowledge (religion) check (DC 30) and a Spellcraft check 
  (DC 35) to command the mythic glabrezu. If both checks 
  are successful, then the mythic glabrezu will obey the 
  summoner’s spoken commands, as though summoned by the 
  spell summon monster I, for 24 hours.
  
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2013, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Can You Handle the Power?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - The Mythic Glabrezu.pdf