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  Credits �������������������������������������������������������������������������������������������������������������
  Authors: Jason Nelson
  Artist: Michael Jaecks and Tim Kings-Lynne
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, 
  Jim Groves, Tim Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for their ex-
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  4
  Contents
  Welcome to Mythic Plug-Ins: Mythic Paths! 
  5
  What You Will Find Inside Path of Dragons  
   
   
    7
  The Path Of Dragons 
  8
  Dragon Universal Monster rUles 
  8
  ability Descriptions 
  10
  Dragon Paths 
  17
  arcaniUs 
  17
  Miser 
  18
  sibilant 
  20
  skylorD 
  22
  titan 
  23
  tyrant 
  24
  Watcher 
  25
  
  5
  Welcome to Mythic Plug-Ins: 
  Mythic Paths!
  T
  hIs suPPleMenT Is jusT One ParT OF a larger resOurCe FOr everY gaMeMas-
  ter who would like to try out the new mythic rules but might feel a bit intimidated by the 
  huge amount of work of conversion. The Pathfinder Roleplaying Game Mythic Adventures hard-
  back contains a wealth of new rules, but in one book there cannot be room for everything. The 
  basic mythic rules presuppose a set of six mythic paths, one connected with each ability score, 
  and those cover most of the classic heroic (or villainous) roles of myth and legend, but not all. The 
  Mythic Path series from Legendary Games looks to fill in the niches that are not quite served by 
  the existing mythic paths, providing exciting new options for your mythic characters!
  The Mythic Paths line isn’t all about the heroes, though. The mythic rules shift the balance of 
  how the game is played with a whole new action economy and calculus of what creatures and 
  characters can do. This opens up a lot of new options for both player characters and their oppo-
  nents, but the balance of the playing field has definitely tilted in the players’ favor. This is not a 
  bad thing in itself; the PCs are the heroes of the story, and they are supposed to win most of the 
  time, but when that tilt causes the iconic and epic to become an anticlimactic walkover, that’s 
  when the bad guys need some help. That is where the Mythic Paths series from Legendary Games 
  comes in, providing them with a wealth of dirty, rotten, sneaky, and diabolically nasty tricks to 
  spring on your unsuspecting players, with abilities designed to counter and compensate for the 
  advantages that mythic PCs have in a mythic game and built within a balanced path framework 
  that helps the iconic villains in your campaign to truly hold their own.
  Whether for heroes or villains, the abilities in the Mythic Paths series offer you a host of great 
  new options for your mythic game, bringing fabulous flavor and imaginative mechanics with the 
  standard of excellence in design that you’ve come to expect from Legendary Games. As with all of 
  our Mythic Plug-Ins, Mythic Paths are brought to you by the experts who know the mythic mon-
  ster rules like no one else because they are the same authors that helped create the mythic paths 
  and abilities in Pathfinder Roleplaying Game Mythic Adventures.
  
  6
  Special electronic FeatureS
  We’ve hyperlinked the electronic version of this product internally from the Table of Contents 
  and externally with links to the Pathfinder Reference Document, the official online compendium 
  of game rules, as well as the d20pfsrd.com. If it is in the core rulebook, we generally didn’t link 
  to it unless the rule is an obscure one. The point is not to supersede the game books, but rather 
  to help support you, the player, in accessing the rules, especially those from newer books or that 
  you may not have memorized.
  about legendary gameS
  Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of 
  Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring 
  you, the Paizo fan, the best expansion material for your game. We are gamers and storytell-
  ers first, and we believe that passion shows in our products. So check us out, and Make Your 
  Game Legendary! 
  Also visit us on Facebook and follow us on Twitter, and check out our website at 
  www.makeyourgamelegendary.com.
  
  7
  - Jason Nelson
  What You Will Find Inside
  Path of Dragons
  D
  ragOns are aMazIng CreaTures, WITh an ePIC legaCY as The naMesakes OF 
  the foundational game that really put roleplaying on the map. However, as the game has 
  gotten more complex and become filled with special cases and combinations that can hit drag-
  ons where they’re weakest and prevent them from really showing their strength, that’s when 
  it’s time for GMs to step up and say, “NO MORE! IT’S TIME TO RESTORE THE ROAR!” 
  That is what this product is all about: putting dragons back in their rightful place as the 
  Head Monsters In Charge of the RPG universe. The rules here operate within the structure of 
  the mythic ruleset for the Pathfinder Roleplaying Game, but these rules are truly transferable 
  to any game. Your players don’t get to look at your notes for how and why a dragon does all 
  the awesome and amazing things it does. It’s perfectly legitimate for you to introduce mythic 
  monsters, especially monsters as iconic as dragons, into your campaign as just a much more 
  robust and challenging form of a creature that already exists. Still, using the mythic frame-
  work keeps it from just being a case of total GM fiat and gives you a systematic way to make 
  your dragons not just tougher in combat but more interesting and fun to play.
  The Path series from Legendary Games combines the rich story and background potential of 
  mythic creatures with a heaped helping of marvelous crunch, all brought to you by the same 
  authors that work on the official Pathfinder Roleplaying Game products you already love. 
  That’s the Legendary Games tradition: innovative layout, beautiful aesthetics, and excellence 
  in design that is second to none. We hope you enjoy using it as much as we enjoyed making it. 
  Game on!  
  
  8
  The PaTh OF 
  DragOns
  Dragons are a unique and iconic monster in 
  tales of fantasy and in the annals of RPGs, but 
  they also present a unique challenge for use 
  with the mythic rules. Dragons, more so than 
  almost any other creature, are the signature 
  solo encounters, great and mighty beasts that 
  are used to tackling multiple foes (or even 
  entire armies of them), but the action econ-
  omy of a tactical roleplaying game doesn’t 
  model that design approach very well, and 
  the mythic rules in some way exacerbate the 
  problems with solo monster scenarios. The 
  best strategy to deal with these issues is not to 
  design encounters that rely on single enemies, 
  because the focused fire advantage of an en-
  tire party of heroes is generally too much for 
  any enemy to overcome unless that enemy is 
  so much more powerful than the heroes that 
  it is functionally immune to their attacks. The 
  problem is that we don’t really want to do 
  that with dragons. Occasionally there will be a 
  mated family of dragons, or an adult with its 
  children, or a dragon with a rider and allies, 
  or a draconic chessmaster villain with her 
  minions, but when you close your eyes and 
  think “DRAGON FIGHT!” most of the time we 
  are seeing in our mind’s eyes one dragon bat-
  tling a team of foes. In spite of the challenges, 
  the story concept of a draconic duel is such a 
  classic that we want to preserve the possibility 
  of it in a mythic game, so the rules below can 
  be used to make dragons more effective solo 
  combatants in the context of a mythic game.
  A secondary concern with dragons is that, 
  for all their formidable assets, in a game with 
  continually expanding options they also have 
  a few Achilles’ heels that are easier and easier 
  to exploit the more options come out. A spell 
  like calcific touch, a melee touch attack (weak 
  point #1) that targets the dragon’s Dexterity 
  score (weak point #2), might have been bal-
  anced by the fact that originally only sorcer-
  ers and wizards could cast it, and they would 
  have to close into melee range with a dragon 
  for long enough to get in several hits and turn 
  it to stone. Not a very enticing proposition for 
  a wizard when a dragon can easily circumvent 
  their standard defenses like invisibility and 
  flight. However, for a mythic magus or similar 
  character who is built to dive into combat and 
  break out multiple spells per round, or for 
  any arcanist to make touch spells into ranged 
  spells, enhancing them to bypass the dragon’s 
  spell resistance and increase their Dexter-
  ity damage, suddenly that tactic becomes far 
  more difficult for any dragon to withstand. 
  Dragon universal 
  Monster rules
  The Pathfinder Roleplaying Game Mythic 
  Adventures rulebook already contains a num-
  ber of Universal Monster Rules in Chapter 6 that 
  are either dragon-specific or very well suited 
  to dragons, including dragon blood, dragon 
  cantrips, dragon fury, lingering breath, and 
  poisonous blood. The following abilities are 
  ideally suited to select when building your 
  own mythic dragons, or if you wish to use 
  them in place of existing standard mythic 
  abilities in existing mythic dragon stat blocks. 
  Many of these abilities could, of course, be 
  transposed to other creature types, but they 
  could also be reserved for dragons alone. The 
  draconic abilities fall into the following stat 
  block locations. Abilities marked with an 
  asterisk are associated with one of the dragon 
  paths described in the following section.
  Attacks: steal*
  Aura: aura of terror*, calming presence*, draconic 
  reek
  Defensive Abilities: bloodied recovery, draconic 
  fortitude, draconic toughness, eater of magic, 
  glittering scales, impenetrable scales, indomita-
  ble will, inviolate body, jeweled coat*, lifeward-
  ing, precocious spell resistance, shimmerscale, 
  
  9
  
  10
  sigils of warding*, unstoppable force*
  Senses: penetrating gaze*, searching gaze*
  Special Attacks: bloodied breath, breathshaper, 
  carry off, clinging breath, constricting coils, 
  deadly drop, death throes, devastating stoop*, 
  dire charge, drink enchantment*, experimen-
  tal breath weapon*, fling, hiss of sleep*, hoard 
  crawlers*, imperious glare*, large and in charge, 
  mesmerizing gaze*, mythic drain, overhead 
  backlash*, plummet*, rapid raker, rending 
  claws*, spell sunder, strafing breath, thundering 
  tail*, twin talons, wing ripper*, winged tempest
  Special Qualities: a thousand faces*, cult of the 
  dragon*, draconic archmage*, dragon sage*, 
  dragonforge*, feats of flight*, fool’s gold*, future 
  sight*,  hulking brute*, mythic minion, mythic 
  pool, plunderer*, recover breath, riddling talk*, 
  scrier*, tainted bloodline*, thief-taker*, trickster 
  path*, tyrannical tactics
  ability Descriptions
  The following abilities are available to mythic dragons, 
  as described above.
  Bloodied Breath (Ex): When the dragon is dam-
  aged by an effect that reduces it below one-half 
  its normal hit points, or when an opponent 
  confirms a critical hit against the dragon, it can 
  expend one use of its mythic power to use its 
  breath weapon as an immediate action, even 
  if it has breathed previously and the recharge 
  time for its breath has not elapsed. It must 
  include the creature that damaged it within the 
  area of its breath weapon; if the creature is out 
  of range, it cannot use this ability. The dragon’s 
  breath must recharge normally after using this 
  ability.
  Format: bloodied breath; Location: Special At-
  tacks.
  Bloodied Recovery (Ex): When the dragon is 
  damaged by an effect that reduces it below one-
  half its normal hit points, or when an opponent 
  confirms a critical hit against the dragon, it 
  gains fast healing equal to its mythic rank for 
  1 minute and can attempt a new saving throw 
  to end any one ongoing effect that is affecting 
  it. If the dragon expends one use of its mythic 
  power when this ability is triggered, it can at-
  tempt new saving throws against all ongoing 
  effects affecting it (including permanent but not 
  instantaneous effects), and if affected by any on-
  going effect(s) that do not allow a saving throw 
  or that apply even on a successful saving throw, 
  it can expend an additional use of its mythic 
  power to gain a 50% chance to end each effect.
  Format: bloodied recovery; Location: Defensive 
  Abilities.
  Breathshaper (Su): Each time the dragon uses its 
  breath weapon, it may expend one use of its 
  mythic power as a free action to increase the 
  length of its breath weapon by 10 feet times its 
  mythic rank (for line-shaped breath weapons) 
  or 5 feet times its mythic rank for cone-shaped 
  breath weapons. In addition, each time it uses 
  its breath weapon, it can alter the size and 
  shape of its breath in the following ways that do 
  not require the expenditure of mythic power:
  Bursting Sphere: The dragon’s breath weapon 
  is concentrated into a sphere of energy and 
  spewed forth as a ranged touch attack against 
  any target within a range equal to twice the 
  length of a line-shaped breath weapon. If the 
  ranged touch attack misses, treat the sphere as 
  a splash weapon that misses. A creature struck 
  by the bursting sphere takes full damage with 
  no saving throw allowed. In addition, the breath 
  weapon deals half its normal damage to all 
  creatures within a burst radius equal to one-half 
  the length of a cone (or one-fourth the length of 
  a line) the dragon normally creates. 
  Cone to Line: If the dragon’s breath weapon is 
  usually a cone, it can alter the shape to a 5-foot-
  wide line that is twice the length of the cone it 
  normally creates.  
  Line to Cone: If the dragon’s breath weapon is 
  normally a line, it can alter its shape to a cone-
  shaped burst that is half the length of the line it 
  normally creates. 
  Split: The dragon can cause its breath weapon 
  to fill two separate lines or cones that affect 
  different areas. Each breath fills its normal area 
  but deals only half normal damage (or has half 
  the normal effect or duration for effects other 
  than hit point damage). If the two areas over-
  lap, creatures in the overlapping area save only 
  once, taking the normal damage or effects of the 
  dragon’s breath. 
  
  11
  Spread: The dragon can cause its breath weapon 
  to fill a spread centered on the vertex of any 
  square it occupies, with a radius equal to one-
  half the length of its cone-shaped breath.
  Format: breathshaper; Location: Special Attacks.
  Carry Off (Ex): The dragon can grapple a single 
  creature two sizes smaller than itself or two 
  creatures three or more sizes smaller than itself 
  without gaining the grappled condition. In ad-
  dition, the dragon does not need to succeed at a 
  grapple check to move while carrying grappled 
  creatures two sizes smaller than itself. The 
  dragon can expend one use of its mythic power 
  to use this ability on a creature of up to its own 
  size for 1 minute. 
  Format: carry off; Location: Special Attacks.
  Clinging Breath (Su): The dragon can expend one 
  use of its mythic power as a free action when 
  using its breath weapon to cause the energy 
  from its breath to cling to creatures and deal 
  continuing damage. Creatures failing their Re-
  flex save against its breath weapon take energy 
  damage of the same type as the breath weapon 
  each round at the beginning of their turn for a 
  number of rounds equal to the dragon’s mythic 
  rank. As long as a creature continues taking 
  damage from this clinging breath, it is dazzled 
  and outlined as if affected by faerie fire. The 
  damage dealt by clinging breath is determined 
  by the dragon’s size:
  Dragon Size
  Points of Energy 
  Damage
  Medium or smaller
  2d4 per round
  Large
  2d6 per round
  Huge
  2d8 per round
  Gargantuan
  4d6 per round
  Colossal
  4d8 per round
  Format: clinging breath (4d8 cold, 10 
  rounds); Location: Special Attacks.
  Constricting Coils (Ex): The dragon can duplicate 
  the effects of the Snatch feat when attacking 
  with its tail slap. If it grapples a creature with 
  this ability, it does not gain the grappled condi-
  tion and does not need to succeed at a grapple 
  combat maneuver check to move while main-
  taining its grapple. 
  If the dragon makes a tail sweep attack, it can 
  attempt a grapple combat maneuver as a free 
  action against any one creature that failed its 
  saving throw against the tail sweep. If the check 
  succeeds, the target is grappled as above and 
  takes automatic damage equal to the dragon’s 
  tail slap damage each round that it remains 
  grappled. 
  Format: constricting coils; Location: individual 
  attack.
  Deadly Drop (Ex): The dragon can carry heavy 
  boulders or similar objects high into the air to 
  drop them on creatures below, up to two objects 
  two or more size categories smaller than itself 
  or a single object of its own size or one size 
  smaller while it is in flight. Dropping these 
  objects requires a ranged touch attack, with 
  a range increment of 20 feet, and the object 
  can be aimed at a specific square (AC 5) rather 
  than a moving creature. Dropped objects deal 
  damage as listed below (DC 15 Reflex half), 
  affecting all creatures in the listed area. Dam-
  age is doubled if the object is dropped from 150 
  feet or more in the air, but it is halved if the 
  dropped object is not made of a heavy, dense 
  material, such as stone. Hence, a boulder would 
  deal full damage, but a wooden wagon or boat, 
  or creature (living or dead) would deal only half 
  damage.
  Objec Size
  Damage
  Area of Effect
  Smal
  2d6
  One 5-foot square
  Medium
  3d6
  One 5-foot square
  Large
  4d6
  10-foot by 10-foot 
  square 
  Huge
  6d6
  15-foot by 15-foot 
  square
  Gargantuan
  8d6
  20-foot by 20-foot 
  square
  Colossal
  10d6
  30-foot by 30-foot 
  square
  If the ranged touch attack misses, the object lands 
  1d6 squares away in a random direction. Wher-
  ever the dropped object lands, the area of effect 
  becomes dense rubble terrain until 1 minute is 
  spent clearing it. If the dragon spends one use 
  
  12
  of its mythic power, it adds its mythic rank to 
  the Reflex save DC, and any creature failing its 
  save is entangled and stuck in place by rubble 
  until it can succeed on a DC 20 Escape Artist 
  check or Strength check. Creatures or objects 
  dropped by the dragon using this ability take 
  falling damage normally.
  Format: deadly drop; Location: Special Attacks.
  Death Throes (Su): The dragon can survive at neg-
  ative hit points equal to its Constitution score 
  times its mythic rank or tier, and the dragon 
  remains conscious while at negative hit points 
  as if it had the Diehard feat. In addition, when 
  the dragon dies it can take a full attack action 
  immediately before death, though it cannot tar-
  get any opponent with more than one attack. In 
  addition, its body erupts in spectacular fashion 
  1 round after its death, dealing damage as the 
  dragon’s breath weapon to every creature and 
  object within 5 feet times the dragon’s mythic 
  rank or tier. 
  Format: death throes; Location: Special Qualities. 
  Dire Charge (Su): The dragon can expend one use 
  of its mythic power to use its breath weapon as 
  a free action when it uses the charge action. It 
  may use the breath weapon at any point during 
  its movement, but the area of its breath weapon 
  must include the target of its charge. The target 
  of the dragon’s charge takes a −2 penalty on 
  its saving throw against the dragon’s breath 
  weapon and takes additional damage (of the 
  same type, which must be hit point damage) 
  equal to twice the dragon’s mythic rank. 
  In addition, if the dragon is size Huge or larger, it 
  can use the charge action to move in a straight 
  line up to twice its speed and make a crush 
  special attack at the end of its movement. If the 
  dragon breathes during its charge as described 
  above, all creatures targeted by its crush attack 
  are considered the targets of its charge for the 
  purpose of the saving throw penalty and ad-
  ditional damage. 
  Format: dire charge; Location: Special Attacks.
  Draconic Fortitude (Ex): Whenever the dragon 
  would take ability damage, ability drain, tempo-
  rary or permanent penalties to ability scores, or 
  temporary negative levels, it ignores an amount 
  of that damage, drain, penalty, or number of 
  levels equal to one-half its mythic rank. In addi-
  tion, a dragon can expend one use of its mythic 
  power as a free action to end any one of the 
  following effects currently affecting it: bleed, 
  blinded, confused, cowering, dazed, dazzled, 
  deafened, entangled, exhausted, fascinated, 
  fatigued, frightened, nauseated, panicked, para-
  lyzed, shaken, sickened, staggered, or stunned. It 
  can use this ability at the beginning of its turn if 
  one of the above conditions would prevent the 
  dragon from taking actions. The dragon can also 
  negate permanent conditions such as feeble-
  mind, insanity, a permanent negative level, 
  or petrification by expending two uses of its 
  mythic power if the condition resulted from a 
  non-mythic effect, or 3 uses of its mythic power 
  if it was from a mythic effect. 
  Format: draconic fortitude; Location: Defensive 
  Abilities.
  Draconic Reek (Ex): The dragon gains the stench 
  special quality, as described in the Pathfinder 
  Roleplaying Game Bestiary. In addition, if the 
  dragon’s breath weapon deals hit point damage, 
  any creature that fails its saving throw against 
  the dragon’s stench also takes 1d6 points of 
  damage of the same type as the dragon’s breath 
  weapon every round that it begins its turn 
  within 30 feet of the dragon. 
  Format: draconic reek; Location: Aura.
  Draconic Toughness (Ex): The dragon gains addi-
  tional hit points equal to its mythic rank times 
  its age category. These hit points stack with 
  those it normally gains from its mythic ranks. 
  Format: draconic toughness; Location: Defensive 
  Abilities. 
  Eater of Magic (Su): When the dragon fails a sav-
  ing throw against a spell, supernatural ability, or 
  spell-like ability, it can reroll the saving throw 
  against the effect (this is not an action). If it 
  succeeds at the second saving throw, it is not af-
  fected by the spell, supernatural ability, or spell-
  like ability and gains a number of temporary hit 
  points equal to the effect’s caster level (in the 
  case of spell or spell-like abilities) or the CR of 
  the effect’s creator (in the case of supernatural 
  abilities). These temporary hit points last for 1 
  minute. 
  The dragon can use this ability once per day, and 
  
  13
  may gain additional uses per day by spending 
  one use of its mythic power each time it acti-
  vates this ability.
  Format: eater of magic; Location: Defensive Abili-
  ties.
  Fling (Ex): The dragon can use a standard action 
  to fling aside an opponent it has grabbed. A 
  flung creature travels 1d6 − 10 feet, and takes 
  1d6 points of damage per 10 feet traveled. A 
  dropped creature takes falling damage as if it 
  had fallen from a height equal to the dragon’s 
  space. By expending one use of mythic power, 
  the dragon can fling a grappled creature as a 
  swift action.
  Format: fling; Location: Special Attacks. 
  Glittering Scales (Ex): The dragon’s scales are 
  glossy and reflect ordinary light and magical en-
  ergy. In bright light, any creature within 5 feet 
  times the dragon’s mythic rank is automatically 
  dazzled (no save), and any creature beginning 
  its turn adjacent to the dragon is blinded for 
  1d4 rounds unless it succeeds on a Reflex save 
  with a DC of 10 plus the dragon’s Charisma 
  modifier plus its mythic rank (its Hit Dice do 
  not affect this save DC). Creatures can avoid be-
  ing dazzled or blinded by averting their gaze or 
  closing their eyes, as if this were a gaze attack. 
  In addition to reflecting natural light, rays and 
  magical ranged touch attacks have a 20% miss 
  chance when targeting the dragon, and effects 
  that are deflected have a 20% chance of being 
  redirected toward another target (chosen ran-
  domly) within a number of feet of the dragon 
  equal to 5 times the dragon’s mythic rank; 
  otherwise, they are simply harmlessly deflected 
  away. As an immediate action, the dragon can 
  expend one use of its mythic power to increase 
  its reflectiveness to 50% for a number of rounds 
  equal to its mythic rank. The chance to redi-
  rect the attack at another creature is likewise 
  increased to 50%, and if the attack is redirected 
  and the caster of the effect is within 5 feet times 
  the dragon’s mythic rank, the dragon can choose 
  to reflect the effect directly back at the caster 
  rather than rolling randomly.
  Magical effects with the light descriptor as well 
  as light-based effects such as color spray, 
  prismatic spray, and searing light have the 
  same chance of being reflected (if targeting the 
  dragon) or simply to not affect the dragon (if 
  they affect an area) as rays. This does not enable 
  the dragon to move though a prismatic wall or 
  prismatic sphere.
  Format: glittering scales; Location: Defensive 
  Abilities.
  Impenetrable Scales (Ex): The dragon’s damage 
  reduction is increased by 5, and its damage 
  reduction is treated as DR/−. If the dragon does 
  not already possess damage reduction, it gains 
  damage reduction 5/−. Weapons or effects that 
  would normally overcome its damage reduction 
  no longer do so, including a paladin’s smite evil 
  or mythic effects such as a mythic champion’s 
  fleet charge or a mythic trickster’s surprise strike. 
  The dragon’s damage reduction applies even 
  against spells, supernatural abilities, and other 
  magical effects that deal bludgeoning, piercing, 
  and slashing damage. The dragon also gains im-
  munity to bleed effects, though this immunity 
  can be bypassed on a critical hit with an epic 
  weapon, mythic spell, or the natural weapon of 
  a mythic creature whose mythic rank is equal to 
  or greater than the dragon’s.
  Format: impenetrable scales; Location: Defensive 
  Abilities.
  Indomitable Will (Ex): The dragon adds one-
  half its mythic tier on all Will saves, and if the 
  dragon is affected by a mind-affecting effect 
  that results in a partial or reduced effect on a 
  successful save, the dragon is completely unaf-
  fected by it. In addition, whenever it would be 
  affected by a mind-affecting effect (including 
  effects that allow no saving throw), the dragon 
  can ignore the effect as an immediate action 
  by expending one use of its mythic power (two 
  uses if the effect is a mythic effect). It cannot 
  use this ability to ignore mythic effects created 
  by a mythic creature whose mythic rank or tier 
  exceeds its own. 
  Format: indomitable will; Location: Defensive 
  Abilities.
  Inviolate Body (Ex): The dragon gains immunity 
  to disease and to hostile transmutation effects, 
  including all forms of petrification and poly-
  morph. Transmutation effects it uses on itself 
  function normally, as do harmless effects used 
  
  14
  
  15
  by its allies. 
  Format: inviolate body; Location: Defensive Abili-
  ties.
  Large and in Charge (Ex): The dragon gains Stand 
  Still as a bonus feat, and it gains a bonus equal 
  to its mythic rank on the combat maneuver 
  check when using it against non-mythic crea-
  tures. When the dragon uses this feat against 
  creatures smaller than itself and succeeds on the 
  combat maneuver check, the target’s movement 
  is stopped and the dragon also may reposition 
  the target, using the result of its combat ma-
  neuver check to determine how far it can move 
  the target. Using this ability does not provoke 
  attacks of opportunity.
  Format: large and in charge; Location: Special 
  Attacks. 
  Lifewarding (Ex): The dragon also gains 5 points 
  of energy resistance against negative energy 
  per mythic rank and adds one-half its mythic 
  tier on saves against death effects, energy drain, 
  possession, and ability damage or drain caused 
  by necromancy effects or the supernatural 
  abilities of undead creatures. If such an effect 
  would result in a partial effect on a successful 
  save, the dragon is completely unaffected by it. 
  Whenever it would be affected by such an ef-
  fect, the dragon can choose to negate the effect 
  by expending one use of its mythic power (two 
  uses if the effect is a mythic effect). It cannot 
  use this ability to ignore mythic effects created 
  by a mythic creature whose mythic rank or tier 
  exceeds its own. 
  Format: lifewarding; Location: Defensive Abilities. 
  Mythic Drain (Su): Whenever the dragon con-
  firms a critical hit against a creature that has 
  mythic power, the dragon steals one use of that 
  creature’s mythic power and adds it to its own 
  daily uses of mythic power. If the dragon has 
  a mythic feat or ability that has a daily limit 
  on its use, it can use the stolen mythic power 
  to recharge and activate one daily use of that 
  ability, but this must be done within 1 minute 
  of stealing the mythic power. Otherwise, the 
  additional use of mythic power is subject to the 
  normal restrictions on its use. 
  Format: mythic drain; Location: Special Attacks.
  Mythic Pool (Su): The dragon has a larger than 
  normal pool of mythic power, adding a number 
  of daily uses of mythic power equal to one-half 
  its age category. 
  Format: mythic pool; Location: Special Qualities.
  Precocious Spell Resistance (Su): If the dragon 
  does not possess spell resistance as a special 
  quality, it gains spell resistance equal to 6 
  plus its CR plus one-half its mythic rank. If it 
  already has spell resistance as a special quality, 
  it increases by an amount equal to one-half the 
  dragon’s mythic rank (minimum 1). In addition, 
  if the dragon’s abilities are based on its age cat-
  egory, it gains spell resistance two age categories 
  earlier than normal. 
  Format: precocious spell resistance; Location: 
  Defensive Abilities. 
  Rapid Raker (Ex): When the dragon uses the 
  charge action or the full attack action, as a free 
  action it can take one claw attack as a secondary 
  natural weapon (i.e., with a −5 penalty on the at-
  tack roll and applying only one-half the dragon’s 
  Strength bonus). If the dragon expends one use 
  of its mythic power, it can make two free claw 
  attacks as primary natural weapons. A dragon 
  can also use this ability against a creature it is 
  grappling, though not if it has already used this 
  ability against the same creature that round 
  before it was grappled by the dragon. 
  Format: rapid raker; Location: Special Attacks.
  Recover Breath (Su): The dragon reduces the 
  number of rounds it must normally wait in 
  between uses of its breath weapon by 1. This 
  has no effect on breath weapons that are limited 
  in their usage to a specified number of times 
  per day. 
  In addition, regardless of the interval normally 
  required, the dragon can expend one use of its 
  mythic power as a move action (or two uses as 
  a swift action) to immediately recover the use 
  of its breath weapon. This can allow a dragon to 
  exceed the normal limit on the number of times 
  per day it can breathe. 
  Format: recover breath; Location: Special Quali-
  ties.
  Shimmerscale (Su): The dragon’s hide shimmers 
  with magical force, granting a deflection bonus 
  to AC equal to its Constitution modifier. This 
  bonus cannot exceed the dragon’s natural armor 
  
  16
  bonus to AC, and any natural armor bonus to 
  AC it possesses is reduced by an amount equal 
  to one-half its Constitution modifier (minimum 
  1). If the dragon is targeted with a ray or other 
  magical ranged touch attack, it can spend one 
  use of its mythic power as an immediate action 
  to add its mythic rank to its touch AC. 
  Format: shimmerscale; Location: Defensive Abili-
  ties. 
  Spell Sunder (Su): The dragon can use a sunder 
  combat maneuver to tear apart magical enchant-
  ments by succeeding at a combat maneuver 
  check. For any effect other than one on a crea-
  ture, the dragon must make its combat maneu-
  ver check against a CMD of 15 plus the effect’s 
  caster level. To sunder an effect on a creature, 
  the dragon must succeed at a normal sunder 
  combat maneuver against the target creature’s 
  CMD + 5, ignoring any miss chance caused by a 
  spell or spell-like ability. If the sunder maneuver 
  succeeds, the dragon suppresses the effect for 1 
  round, or 2 rounds if she exceeded the CMD by 
  5 to 9. If she exceeds the CMD by 10 or more, 
  the effect is dispelled. The dragon can use this 
  ability a number of times per day equal to its 
  mythic rank.
  Format: spell sunder; Location: Special Attacks.
  Strafing Breath (Su): As a full-round action, the 
  dragon can fly at half speed in a straight line 
  while using its breath weapon. The range of this 
  strafing breath is equal to one-half the normal 
  length of its breath weapon, and it deals half 
  normal damage. If it is a breath weapon that 
  does not deal hit point damage, creatures in the 
  area gain a +4 bonus on their saving throw. If 
  the breath weapon is line-shaped, it affects all 
  creatures and objects on the ground in a line 
  5 feet wide, and if the breath weapon is cone-
  shaped, it affects a line half as wide as the cone 
  the dragon normally creates. In either case, the 
  length of the line on the ground affected by its 
  breath is equal to the distance the dragon trav-
  els on its turn. In addition to affecting targets 
  on the ground, any creature or object between 
  the flying dragon and the line it creates on the 
  ground is also affected by its strafing breath. 
  When using a double move or the withdraw ac-
  tion, the dragon can instead spend one use of its 
  mythic power to use its breath weapon as a free 
  action at any point during its movement, with 
  its normal range and area. If its breath weapon 
  requires an amount of time to elapse in between 
  uses and that time has not elapsed, the dragon 
  must expend two uses of its mythic power to 
  use this ability. 
  Format: strafing breath (15-foot-wide line, range 30 
  feet); Location: Special Attacks.
  Twin Talons (Ex) The dragon can make two claw 
  attacks as part of the same attack action, charge 
  action, or standard action. If the dragon hits 
  the same target with both claws, it can attempt 
  a combat maneuver to drag the target as a free 
  action that does not provoke attacks of oppor-
  tunity. If the maneuver succeeds, after making 
  its attack the dragon can move with its target 
  as far as the drag maneuver allows, even if its 
  movement for the round would otherwise have 
  been completed. The target is not grappled and 
  is released at the end of the drag maneuver, 
  which may result in a fall if dragged into the air 
  or off a wall, tree, or other high place. If both 
  the dragon and the dragged target are willing, 
  the dragged creature can hold on long enough 
  to mount the dragon on its next turn as a move 
  action and begin riding it.
  Format: twin talons; Location: Special Attacks.
  Winged Tempest (Ex) As a standard action, a Me-
  dium or larger dragon can create a line of wind 
  that is as wide as its own space, with a length of 
  30 feet plus 30 feet per size category above Me-
  dium. The wind it creates is a strong wind. As a 
  full-round action, the dragon can instead create 
  a spread of strong wind filling its own space 
  and all squares within 10 feet, plus 10 feet per 
  size category above Medium. This wind lasts 
  until the beginning of the dragon’s next turn. If 
  the dragon expends one use of its mythic power 
  when creating either type of wind, the wind’s 
  strength is increased to windstorm strength. 
  Whenever a dragon uses its winged tempest 
  ability, any creature it threatens that attacks it 
  before the beginning of its next turn provokes 
  an attack of opportunity, even if the dragon has 
  already taken its full allotment of attacks of 
  opportunity. This attack must be made with the 
  dragon’s wing buffet attack. 
  Format: winged tempest; Location: Special At-
  tacks. 
  
  17
  Dragon Paths
  Dragons are iconic monsters, certainly, 
  but they can be iconic for different reasons. 
  Some are openly militaristic, both martial 
  and magical at turns, building empires and 
  commanding armies of underlings. Others 
  are embittered misers, hoarding their gold 
  carefully and cunningly, laying traps for those 
  foolish enough to dare steal from them. Oth-
  ers are sibilant whisperers who prefer to lead 
  from behind the scenes, perhaps even walking 
  amongst the lesser races and manipulating 
  them according to their grand and long-ges-
  tating designs. And some dragons are simply 
  enormous, titan beasts that dwarf their lesser 
  kindred and stand among the greatest beasts 
  to walk the world or soar over it or crawl 
  under it. 
  How does this work with mythic ranks? 
  As an alternative (or in addition) to simply 
  mixing in some of the mythic abilities above 
  as part of its normal complement of mythic 
  powers gained by virtue of its mythic ranks, 
  each mythic dragon may follow a Dragon 
  Path. This is a sort of “virtual path” which 
  functions similarly to a simple template, 
  granting one additional mythic ability at 
  every even-numbered mythic rank. These 
  mythic abilities may be selected from the 
  universal abilities described above or from the 
  special abilities delineated for each Dragon 
  Path, and these abilities are over and above 
  those gained from the dragon’s mythic ranks. 
  If you are using Path of Villains from Legend-
  ary Games to create a mythic dragon villain, 
  the dragon’s villain path abilities are in addi-
  tion to its normal abilities and any abilities 
  that it gains from its Dragon Path. Generally 
  speaking, only dragons which have taken a 
  path can take abilities from that path, but ulti-
  mately this book is a resource and you should 
  use whatever parts seem to to fit best with the 
  dragon you want to use in your game. 
  Should I adjust CR for adding a Dragon 
  Path? That is an open question. If you believe 
  the current mythic framework pertaining 
  to mythic ranks and mythic tiers works out 
  fairly and equally, then you should probably 
  add a +1 CR modifier for adding the path.
  Alternatively, if you believe the mythic rules 
  have exacerbated the action economy issues 
  that have long bedeviled solo bad guys in 
  Pathfinder, you need not adjust the dragon’s 
  CR at all and can simply add the requisite 
  abilities in an effort to counterbalance the ad-
  vantage player characters have long enjoyed. 
  arcaniUs
  An arcanius dragon is a serpentine spellcast-
  er supreme, one whose mastery of the mystic 
  arts can match the mightiest of mortal mages.
  Draconic Archmage (Ex): The dragon is consid-
  ered to have the archmage mythic path and may 
  choose one archmage arcana ability as the 1st-
  tier mythic ability of that path. At 3rd mythic 
  rank, the dragon may select any one 1st-tier 
  archmage mythic path ability. At 5th mythic 
  rank, it can select an additional path ability, 
  which may be 1st-tier or 3rd-tier. At 8th mythic 
  rank, it can select an additional path ability, 
  which may be 1st-, 3rd-, or 6th-tier. The dragon 
  can take the Extra Mythic Path Ability feat to 
  select additional archmage path abilities. 
  Format: draconic archmage; Location: Special 
  Qualities.
  Dragonforge (Su): The dragon is a skilled crafter 
  of magical items, gaining the Crafting Mastery 
  mythic path ability and adding its mythic rank 
  to Spellcraft checks made to create magic items. 
  If the dragon exceeds the item’s daily Craft 
  check DC by 10 or more, it can increase the 
  amount of the item’s value that it completes by 
  an additional 1,000 gp for every 10 points by 
  which it exceeds the DC.
  Format: dragonforge; Location: Special Qualities.
  Drink Enchantment (Su): When the dragon 
  confirms a critical hit with its bite attack, it can 
  choose to drain the magical energies from one 
  
  18
  object worn, wielded, or carried by the target. 
  The dragon makes a caster level check, treating 
  its Hit Dice as its caster level, opposed by the 
  target’s Fortitude save. If the check succeeds, 
  the dragon drains the item’s magic, rendering it 
  permanently nonmagical. To determine which 
  item is affected, use Table 9-2 in the Pathinder 
  Roleplaying Game Core Rulebook. 
  A dragon also can use this ability once per round 
  in place of one of its normal claw attacks, target-
  ing a specific visible item by making a combat 
  maneuver check against the target’s CMD. If 
  the check succeeds, it then makes a caster level 
  check as described above to drain the item’s 
  enchantment. 
  When the dragon drains an item’s enchantment, 
  it can use the stolen energy to gain temporary 
  hit points equal to the item’s caster level, lasting 
  1 hour or until expended. Alternatively, it may 
  add the item’s caster level to a skill check it 
  makes within the next 24 hours when crafting 
  a magic item, or it may choose to replenish one 
  or more spell slots it has used that day, up to a 
  maximum number of spell levels equal to one-
  third the item’s caster level. 
  A dragon cannot drain the powers of a legend-
  ary item or artifact with this ability, and if it 
  uses this ability to drain the power of a mythic 
  magical item the item’s powers are merely sup-
  pressed for a number of rounds equal to the 
  dragon’s mythic rank, not permanently drained. 
  The wielder of a mythic magic item adds its 
  mythic rank or tier to the Fortitude save to 
  resist this effect.
  Format: drink enchantment; Location: Special 
  Attacks.
  Experimental Breath Weapon (Su): An arcanist 
  dragon can modify its breath weapon in un-
  usual and exotic ways. The dragon can expend 
  one use of its mythic power to cause its breath 
  weapon to deal full damage to incorporeal or 
  ethereal opponents. In addition, if the dragon’s 
  breath normally deals acid, cold, electricity, or 
  fire damage, it can spend two uses of its mythic 
  power as a swift action to change the type of 
  damage dealt by its breath weapon to one of the 
  other types instead of its normal type. 
  Format: experimental breath weapon; Location: 
  Special Attacks.
  Tainted Bloodline (Su): Through arcane experi-
  mentation, ancient inheritance, or supernatural 
  gifting, the dragon’s bloodline is infused with 
  mystic power. The dragon may select any one 
  sorcerer bloodline and gains all the benefits of 
  the bloodline class feature, including bloodline 
  arcana, bonus feats, bonus spells, and bloodline 
  powers, treating its caster level as its sorcerer 
  level. 
  Format: tainted bloodline; Location: Special Quali-
  ties.
  Miser
  The miser is a dragon who values its hoard 
  above all things. Its avarice is legendary, and 
  so too is its passion for vengeance upon any 
  who violate its private domain. A miser gains 
  one of the following abilities for every two 
  mythic ranks.
  Fool’s Gold (Sp): The dragon can create a mirage 
  arcana (DC equal to the dragon’s frightful pres-
  ence DC) that disguises its real treasure hoard 
  while also creating one or more illusory decoy 
  hoards to mislead and entrap enemies. Any 
  creature within the area of this mirage arcana 
  is automatically dazzled and becomes fascinated 
  (Will negates) by the sheer amount of wealth it 
  perceives. A creature that saves or is attacked 
  by the dragon is immune to this fascination for 
  24 hours (including from other mirage arcana 
  effects the dragon creates). By spending one 
  use of its mythic power as a standard action, 
  the dragon can use envious urge (DC 21) on 
  creatures within the area of its mirage arcana, 
  driving them mad with murderous greed. 
  A creature using scrying to observe the area of the 
  mirage arcana perceives the area as desolate 
  and abandoned, entirely empty of creatures or 
  wealth. If the scrying effect is a mythic effect, 
  the caster can attempt a caster level check 
  against a DC equal to 11 plus the dragon’s caster 
  level to penetrate this illusion.
  Format: fool’s gold; Location: Special Qualities.
  Hoard Crawlers (Sp): The dragon gains the ability 
  to animate a portion of its treasure hoard as a 
  
  19
  full-round action by expending one use of its 
  mythic power. This seething mass of deadly 
  riches has statistics identical to an ochre jelly 
  but also has construct traits (including bonus 
  hit points based on its size) and moves in 
  response to its creator’s mental command. In 
  addition, while it lacks the acid of a true ochre 
  jelly the hoard crawler gains the engulf (DC 15 
  plus its creator’s mythic rank, 2d4+3 bludgeon-
  ing and slashing) and smother special attacks, 
  which it can use against Medium or smaller 
  opponents. The hoard crawler gains a bonus on 
  its CMB and CMD equal to its creator’s mythic 
  rank. A hoard crawler remains active for 24 
  hours before reverting into ordinary treasure. 
  This is the equivalent of a 3rd-level spell. 
  If the dragon has at least 15 Hit Dice, it can 
  instead spend two uses of its mythic power as 
  a full-round action to animate a much larger 
  portion of its hoard as creeping doom (with 
  construct traits in place of vermin traits). These 
  hoard crawlers are not poisonous, but creatures 
  damaged by the swarm must succeed at a Reflex 
  save or be engulfed and smothered as described 
  above (including using the same CMB and 
  CMD; this is an exception to the normal rule 
  wherein swarms cannot grapple or be grappled). 
  The save DC of the hoard crawlers swarm’s dis-
  traction ability is equal to 10 + 1/2 its creator’s 
  Hit Dice + its creator’s Charisma modifier.
  Format: hoard crawlers; Location: Special Attacks. 
  Jeweled Coat (Su) The dragon has embedded 
  countless crystals and gems in its scales, using 
  its breath weapon to fuse them into place. This 
  glittering glacis has a 50% chance to negate 
  critical hits or precision-based damage, as if the 
  dragon were wearing fortification armor; this 
  is considered a mythic fortification effect. In 
  addition, its jeweled coat can absorb magical 
  effects as a rod of absorption with a number of 
  charges equal to twice the dragon’s mythic rank. 
  As magical energy stored with this absorption 
  ability is expended, its jeweled coat begins to 
  crumble and decay. When the jeweled coat is 
  reduced below half its total spell levels remain-
  ing, the dragon’s chance to ignore critical hits 
  is reduced to 25%. When all are expended, 
  it loses the ability to ignore critical hits. The 
  jeweled coat can be replenished by embedding 
  new gemstones, requiring 1 minute and 1,000 
  gp worth of gemstones to replenish 1 level of 
  absorptive capacity.  
  Format: jeweled coat; Location: Defensive Abili-
  ties.
  Plunderer (Ex): The dragon has uncanny insight 
  into treasure in all its forms. It can sense the 
  presence of metals and minerals as if it pos-
  sessed a rod of metal and mineral detection, with 
  a range equal to 30 feet times its mythic rank. 
  The dragon also adds its mythic rank on Ap-
  praise checks and on Spellcraft checks made to 
  identify the magical properties of items, and can 
  make either check once per round as a free ac-
  tion to determine the value or properties of any 
  item within its line of sight. If it makes a disarm 
  or steal combat maneuver against an item it 
  has appraised or identified before the end of its 
  turn, it gains a bonus equal to its mythic tier on 
  the combat maneuver check. 
  Format: plunderer; Location: Special Qualities. 
  Steal (Ex): The dragon can attempt a steal combat 
  maneuver against its opponent as a free action 
  without provoking attacks of opportunity if it 
  hits with the specified attack. 
  This ability appears in Chapter 6 of the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook.
  Format: steal; Location: individual attacks.
  Thief-Taker (Su): The dragon can sense the direc-
  tion and location of any item in its hoard at 
  will, as if using locate object, using its Hit Dice 
  as its caster level. If the item has been removed 
  from the dragon’s lair, the range of this effect 
  is multiplied by the dragon’s mythic rank. If 
  a creature has a stolen object in its possession 
  for 24 hours, these abilities apply even if the 
  creature later disposes of the object, and if the 
  dragon slays the target it can use create trea-
  sure map as a spell-like ability, revealing the last 
  known location of the dragon’s stolen treasure 
  in addition to the wealth usually revealed by the 
  spell. This is a curse effect that can be negated 
  by casting remove curse or break enchantment 
  (caster level check DC equal to the dragon’s 
  breath weapon save DC) upon the stolen 
  item(s).
  If the dragon expends one use of its mythic power, 
  it can use scrying on any creature carrying an 
  
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  item taken from its hoard (even if that item is 
  in an extradimensional space), using its Hit Dice 
  as its caster level and with a save DC equal to 10 
  plus 1/2 the dragon’s Hit Dice plus its Charisma 
  modifier plus its mythic rank. If the creature 
  is protected by an effect that protects against 
  scrying or divination that requires a caster level 
  check to overcome, the dragon adds its mythic 
  rank to the caster level check. If the dragon 
  successfully scries on a creature that is openly 
  wearing, wielding, or carrying an item it has 
  taken from the dragon’s hoard, the dragon may 
  expend one use of its mythic power to treat that 
  creature as its quarry, as the ranger class ability. 
  Format: thief-taker; Location: Special Qualities.
  sibilant
  The sibilant is a clever and cunning dragon 
  whose honeyed words and hypnotic whispers 
  bring all it encounters under its sway. Wheth-
  er through subtle suggestion or outright men-
  tal enslavement, a sibilant dragon often lives 
  among other races in secret, infiltrating the 
  halls of power and manipulating its puppets 
  from the shadows.
  A Thousand Faces (Su): A sibilant dragon gains 
  the change shape special quality. For most sibi-
  lant dragons, this enables them to assume the 
  form of a humanoid (as alter self), though rare 
  dragons may assume other forms with this abil-
  ity. In addition to affecting a physical change in 
  its form, a sibilant dragon also may use disguise 
  self as a spell-like ability, and can expend one 
  use of its mythic power to extend the duration 
  of the effect to 24 hours. 
  Format: a thousand faces; Location: Special Quali-
  ties. 
  Hiss of Sleep (Su): As a full-round action, a sibi-
  lant dragon can emit a subtle, sibilant hiss that 
  lulls its enemies into slumber. This hiss affects 
  a number of enemies within 60 feet equal to 
  the dragon’s mythic rank to fall asleep (as deep 
  slumber, but with no Hit Die limit) for a num-
  ber of rounds equal to its mythic rank. A Will 
  save negates this effect (DC 10 + 1/2 the drag-
  on’s Hit Dice + its Charisma modifier + its myth-
  ic rank). The dragon can use this ability while 
  hiding or invisible without revealing itself, and 
  creatures able to see the dragon gain a +4 bonus 
  on their saving throw. This ability has no effect 
  on creatures that are already unconscious or 
  affected by a fear effect. If the dragon expends 
  one use of its mythic power when using its hiss 
  of sleep, then any effect that would normally au-
  tomatically awaken a creature instead grants it 
  a new Will save to awaken; if the save is failed, 
  the creature remains asleep. 
  Format: hiss of sleep; Location: Special Attacks.
  Mesmerizing Gaze (Su): The dragon gains a gaze 
  attack with a range of 5 feet per age category. 
  Creatures meeting its gaze must succeed at a 
  Will save (DC 10 + 1/2 the dragon’s Hit Dice + 
  its Charisma modifier + its mythic rank), gain-
  ing a bonus equal to its mythic rank or tier, 
  or become fascinated for a number of rounds 
  equal to the dragon’s age category plus its 
  mythic rank. As a standard action, the dragon 
  can issue a suggestion (as the spell) to a crea-
  ture it has fascinated with its gaze. The dragon 
  can expend one use of its mythic power to use 
  mass suggestion or dominate person instead, or 
  two uses of mythic power to use mass charm 
  monster or dominate monster. A creature that 
  succeeds at its save against these latter effects 
  remains fascinated, but any other form of attack 
  by the dragon or its allies breaks the fascinate 
  effect for all creatures aware of the attack.
  If a sibilant dragon is using a polymorph effect, 
  its mesmerizing gaze is normally suppressed; 
  however, it can target a single creature within 
  30 feet with its gaze as a swift action.
  Format: mesmerizing gaze; Location: Special At-
  tacks.
  Riddling Talk (Su): The dragon’s clever con-
  versation and connvoluted logic can dull the 
  minds of creatures with whom it converses. 
  The dragon gains glibness as a spell-like ability, 
  which it may use at will. In addition, it can 
  use its riddling talk to disarm a wary creature, 
  inveigling itself into that creature’s good graces 
  and inducing them to reveal their secrets. Every 
  round a creature spends conversing with a 
  sibilant dragon, that creature must succeed on 
  a Will save (DC 10 + 1/2 the dragon’s Hit Dice + 
  
  21
  
  22
  its Charisma modifier + its mythic rank), with 
  a bonus to the save equal to its mythic rank or 
  tier. On a failed save, the creature takes 1 point 
  of Wisdom damage and must truthfully answer 
  one question asked by the sibilant dragon. The 
  answers to such questions need not be elaborate 
  but must be truthful, similar to the questions 
  that can be asked of a corpse with speak with 
  dead. The dragon may choose only to compel 
  truthful answers without dealing Wisdom 
  damage. This is a language-dependent mind-
  affecting effect. 
  Every minute the sibilant dragon continues 
  conversing with the creature, it can make a 
  Diplomacy or Intimidate check with a bonus 
  equal to its mythic rank to improve the crea-
  ture’s attitude. If the dragon expends one use of 
  its mythic power, it can make this check after 
  one round of conversation, or if it chooses to 
  converse for a full minute, it can treat the result 
  of this check as a natural 20.
  Format: riddling talk; Location: Special Qualities. 
  Trickster Path (Ex): A sibilant dragon is consid-
  ered to have the trickster mythic path and can 
  select mythic abilities from that path with its 
  mythic ability slots, treating its mythic rank as 
  its mythic tier. The sibilant automatically gains 
  either the surprise strike trickster attack, the Dis-
  play of Charisma universal path ability, or any 
  one 1st-tier trickster path ability of its choice. 
  Format: trickster path; Location: Special Qualities.
  skylorD
  The skylord is a dragon that rules the end-
  less reaches of the upper air, rarely even com-
  ing to earth. It reigns nearly unchallenged as 
  a master of the sky and is a terrifying combat-
  ant even against other great skyborne preda-
  tors. 
  Feats of Flight: A skylord dragon gains one bonus 
  feat per two mythic ranks (minimum 1), which 
  may be a standard feat or a mythic version of a 
  feat from the following list: Death from Above, 
  Devastating Flyby*, Flyby Attack*, Hover, 
  Improved Flight*, Silent Soarer*, Stratospheric 
  Soarer*, Wingover, Wingstorm*.
  * These feats are described in Mythic Minis 3: 
  Feats of Flight from Legendary Games. 
  Format: feats of flight; Location: Special Qualities.
  Overhead Backlash (Ex): Any creature that at-
  tacks a skylord dragon from above provokes 
  an attack of opportunity from the dragon. This 
  ability applies whether the dragon is in flight 
  or on the ground and includes melee attacks or 
  ranged attacks (assuming the dragon threatens 
  the attacker) as well as maneuvers and special 
  attacks such as crush, overrun, and trample. 
  The dragon can make this attack of opportunity 
  even if the attacker’s reach exceeds its own. If 
  the attack of opportunity hits, the dragon can 
  make a combat maneuver check to bull rush the 
  opponent as a free action that does not provoke 
  attacks of opportunity. If this maneuver suc-
  ceeds and the attacker is flying or jumping, the 
  dragon does not need to move with the target 
  of its bull rush in order to push it more than 5 
  feet away. 
  Format: overhead backlash; Location: Special At-
  tacks. 
  Plummet (Ex): As a standard action or as part of 
  a charge action when flying, the dragon can 
  attempt an overrun combat maneuver against 
  a smaller creature. This maneuver does not 
  provoke attacks of opportunity, and its target 
  cannot choose to avoid the overrun. Any crea-
  ture the dragon knocks prone with this overrun 
  maneuver takes bludgeoning damage equal to 
  its claw damage, adding 1-1/2 times its Strength 
  bonus. If the dragon expends one use of its 
  mythic power, it can use this ability against an 
  additional number of creatures equal to one-half 
  its mythic rank (minimum 1). 
  Format: plummet; Location: Special Attacks.
  Wing Ripper (Ex): The dragon is an expert at 
  tearing the wings of other flying creatures 
  and sending them plummeting to the ground. 
  When the dragon confirms a critical hit against 
  a creature that flies with wings, that creature’s 
  wings are torn and broken, making it unable 
  to fly and unable to use its wings to attack. The 
  target can attempt a Fortitude save (DC 10 + 1/2 
  the dragon’s Hit Dice + the dragon’s Strength 
  modifier) to reduce the effects to being treated 
  as entangled whenever it flies (the attack roll 
  
  23
  penalty for being entangled also applies to at-
  tacks made with the target’s wings, even if it is 
  not in flight) for a number of days equal to the 
  dragon’s mythic rank or until a regenerate spell 
  is applied. A creature with the regeneration 
  special quality removes this effect as soon as its 
  regeneration restores it to its normal maximum 
  hit points. This ability has no effect on creatures 
  that fly without wings. 
  Format: wing ripper; Location: Special Attacks.
  Winged Tempest (Ex): As described above in the 
  general draconic Universal Monster Rules.
  titan
  The titan is a dragon of enormous size and 
  strength, a hulking brute of a beast who is 
  blessed with tremendous physical prowess 
  while lacking none of the intellect and crafti-
  ness that make all dragons such dangerous 
  adversaries. 
  Devastating Stoop (Ex): The dragon can tear 
  buildings and structures apart with ease, deal-
  ing double damage to Large or larger objects 
  with its natural weapons, including its crush at-
  tack. It can spend one use of its mythic power to 
  ignore up to 10 points of hardness from objects 
  it attacks for 1 minute.
  Format: devastating stoop; Location: Special At-
  tacks.
  Hulking Brute (Ex): The dragon is much larger 
  than normal for its size category. Its movement 
  is not impeded by difficult terrain, and it can 
  move through the spaces of other creatures 
  smaller than Huge without impediment (and 
  vice versa). A titan dragon gains a +4 size bonus 
  to Strength and Constitution and a +3 bonus to 
  its natural armor bonus to AC, though it takes 
  a −2 penalty to its Dexterity. Though its actual 
  size does not increase and it takes no size pen-
  alty on its attack rolls or to its Armor Class, it is 
  considered one size category larger for all other 
  purposes, including its reach, damage dealt by 
  its natural attacks, size of its breath weapon, 
  and qualification for and the effects of size-
  based special attacks like crush, tail sweep, grab, 
  swallow whole, and the Snatch feat. Damage 
  dealt by mythic abilities like dragon blood and 
  lingering breath is likewise increased by one 
  die size, as if the dragon were one size category 
  larger.
  If the dragon is already Colossal, it gains the fol-
  lowing benefits: Reach increased to 40 feet (50 
  feet with its bite); CMB increased by 4; CMD 
  increased by 4; Damage increased to bite 8d6, 
  claws 4d8, gore (Imperial dragons) 4d8, wings 
  4d6, tail slap 4d8, crush 8d6, tail sweep 4d6; 
  Breath Weapon length increased to 160 feet for 
  line-shaped breath weapons, 80 feet for cone-
  shaped breath weapons.
  Format: hulking brute; Location: Special Qualities.
  Impenetrable Scales (Ex): : As described above in 
  the general draconic Universal Monster Rules.
  Rending Claws (Ex): The dragon gains the rend 
  special attack, which it may use whenever it 
  strikes a creature with both claws in the same 
  round. In addition, instead of dealing additional 
  damage to the target the dragon may choose 
  instead to apply that damage to an item held 
  or worn by the target as if it had succeeded at a 
  sunder combat maneuver, ignoring an amount 
  of hardness equal to its mythic rank. 
  Format: rending claws; Location: Special Attacks. 
  Thundering Tail (Ex): As a full-round action, 
  the dragon can use its slam or tail slap at-
  tack to strike the ground, creating a powerful 
  shockwave. The dragon makes a single combat 
  maneuver check to trip all opponents within 5 
  feet, plus 5 feet per size category of the dragon 
  larger than Medium. Opponents are knocked 
  prone if the check equals or exceeds their CMD. 
  If it exceeds their CMD by 10 or more, those op-
  ponents are also staggered for 1 round for every 
  10 points by which the check exceeded their 
  CMD. If the dragon is a Huge or larger dragon, 
  it can also create this shockwave as part of using 
  its crush attack. 
  When the dragon uses its tail sweep attack, 
  creatures failing their Reflex saves are knocked 
  prone. In addition, creatures in the area of its 
  tail sweep must succeed at a Fortitude save 
  with the same DC or be staggered for 1 round. 
  Creatures failing their save by 10 or more are 
  
  24
  stunned for 1 round and staggered for 1d4 
  rounds thereafter. If the dragon spends one use 
  of its mythic power when making a tail sweep 
  attack, it can affect all creatures smaller than 
  itself.
  Format: thundering tail; Location: Special Attacks.
  Unstoppable Force (Ex): A titan dragon’s movement is 
  never impeded by difficult terrain and it can always use 
  the charge action, even if its movement is impeded or its 
  path is blocked by another creature (though not if it is 
  grappled). It receives a +20 racial bonus on combat ma-
  neuver checks to overrun and Strength checks to break 
  or destroy objects, and can make one such check as a 
  free action as part of a charge. In addition, the natural 
  weapons of a titan dragon bypass 2 points of damage re-
  duction or hardness per mythic rank against non-mythic 
  targets, or 1 point of damage reduction or hardness 
  against mythic objects or creatures. They do not bypass 
  the hardness of legendary items or artifacts.
  In addition, whenever a titan dragon fails a saving 
  throw against any mind-affecting, paralysis, 
  petrification, polymorph, or immobilizing effect 
  (including binding and temporal stasis but not 
  imprisonment), it can expend one use of its 
  mythic power to attempt a new saving throw at 
  the end of its turn to remove the effect. Doing 
  so takes no action. The dragon can make a new 
  saving throw every round, but it can remove 
  only one such effect per round. If the effect is 
  not a mythic spell or effect, the dragon gains a 
  bonus equal to its mythic rank on the saving 
  throw. 
  Format: unstoppable force; Location: Defensive 
  Abilities. 
  tyrant
  The tyrant is a dragon who eschews the 
  lonely lairs favored by many of its kind deep 
  in the desolate wastes and forbidding wilder-
  ness. Instead, a tyrant craves command and 
  embraces lordship over a grand domain. He 
  exacts tribute and dispenses terror until all 
  cower beneath his claws, prepared to dis-
  charge obedient service and to show proper 
  respect for their scaled master.
  Aura of Terror (Ex): The dragon gains the fright-
  ful presence special quality. If it already has 
  frightful presence, the aura’s radius is increased 
  by 5 feet times its mythic rank, and creatures 
  failing their saves become frightened rather 
  than shaken. Creatures with fewer Hit Dice than 
  4 plus the dragon’s mythic rank become pan-
  icked instead. Mythic creatures that succeed on 
  their saving throw are shaken for 1 round, while 
  non-mythic creatures are shaken for a number 
  of rounds equal to the dragon’s mythic rank. 
  In addition, if the dragon expends one use of its 
  mythic power as a free action when charging, at-
  tacking, or using its breath weapon, all creatures 
  within range are affected by its frightful pres-
  ence even if they have previously saved against 
  it or are immune to fear effects, including 
  mindless living creatures like oozes and vermin 
  (mindless non-living creatures are immune). 
  Format: aura of terror; Location: Aura.
  Cult of the Dragon (Su): The dragon has devel-
  oped a cult that worships it as divine. It gains 
  the divine source universal mythic path ability, 
  as described in Chapter 1 of Pathfinder Role-
  playing Game Mythic Adventures. At 6th rank 
  and 9th rank, the dragon can select this ability 
  again, adding one domain and two subdomains 
  to the list of spells it can cast and that it can 
  grant to others. 
  Format: cult of the dragon; Location: Special 
  Qualities.
  Imperious Glare (Su): As a swift action, the drag-
  on can focus the terrifying power of its will and 
  its overwhelming sense of authority to force one 
  creature within 10 feet times its mythic rank to 
  cower before it for 1 round unless it succeeds at 
  a Will save (DC equal to the dragon’s frightful 
  presence DC). If the target fails its save by 5 or 
  more, the dragon can also make a suggestion to 
  the target, which it will begin obeying after it 
  ceases cowering. If the dragon expends one use 
  of its mythic power as part of this swift action, 
  it can affect a number of creatures equal to one-
  half its mythic rank (minimum 1), though all 
  must be within 5 feet times the dragon’s mythic 
  rank of each other; all creatures failing their 
  save by 5 or more follow the same suggestion. 
  This is treated as a gaze attack. A dragon lacking 
  the frightful presence special quality cannot 
  
  25
  take this mythic ability.
  Format: imperious glare; Location: Special At-
  tacks. 
  Mythic Minion (Ex): The dragon gains Leader-
  ship as a bonus feat. She takes no penalty to her 
  Leadership as a result of aloofness, cruelty, or 
  causing the death of other cohorts or followers. 
  A tyrant dragon with this ability may also select 
  the mythic companion and blessed companion 
  hierophant path abilities, as described in Chap-
  ter 1 of Pathfinder Roleplaying Game Mythic 
  Adventures. 
  Format: mythic minion; Location: Special Quali-
  ties.
  Searching Gaze (Su): Once per round as a free ac-
  tion, the dragon can direct its glowing gaze like 
  searching streamers of light in a 5-foot-wide line 
  with a length equal to 30 feet times its mythic 
  rank. It sees with true seeing in this line, and 
  any creatures in the area are outlined in faerie 
  fire for 1 minute unless using a mythic power, 
  spell, or item to become hidden or invisible. 
  Format: searching gaze; Location: Senses.
  Tyrannical Tactics (Ex): The dragon receives a 
  teamwork feat as a bonus feat. He must meet 
  the prerequisites for this feat. As a standard 
  action, the dragon can grant any teamwork feat 
  it possesses to all allies within 5 feet times its 
  mythic rank for a number of rounds equal to its 
  mythic rank plus one-half its age category. Allies 
  do not need to meet the prerequisites of these 
  bonus feats. Its allies must be able to see, hear, 
  and understand the dragon to benefit from this 
  ability. The dragon can use this ability a number 
  of times per day equal to one-half its mythic 
  rank (minimum 1).
  If the dragon is attacked while adjacent to an ally 
  who has been granted a teamwork feat, as an 
  immediate action it can compel that ally to 
  throw its body in the way of the attack, granting 
  soft cover to the dragon. If the ally threatens the 
  attacker, it can use its own immediate action to 
  make an attack roll against that creature to use 
  the aid another action to improve the dragon’s 
  Armor Class against the attack. 
  If the dragon is at least 5th mythic rank, it can use 
  this ability as a swift action. In addition, it can 
  expend one use of its mythic power as a move 
  action to exchange its bonus teamwork feat for 
  a different teamwork feat for which it qualifies.
  Format: tyrannical tactics; Location: Special Quali-
  ties. 
  Watcher
  A watcher is a coolly dispassionate observer 
  of events, a witness to history and a chroni-
  cler of events. The appearance of a watcher is 
  sometimes viewed as a mark in and of itself 
  that some momentous happening is about to 
  occur. Watchers rarely involve themselves in 
  the affairs they observe, but may be sources of 
  information as they and their forebears have 
  accumulated unparalleled libraries of lore. 
  Calming Presence (Su): As a swift action, the 
  dragon can convert its frightful presence into 
  an aura that brings calm. Creatures failing their 
  save against this effect are affected as calm 
  emotions, and creatures with fewer than 4 Hit 
  Dice are fascinated. This aura has the same area, 
  duration, and save DC as the dragon’s fright-
  ful presence. Creatures that save against this 
  calming presence are immune to it for 24 hours, 
  but creatures that successfully saved against the 
  dragon’s frightful presence are not. 
  Format: calming presence (30 ft., DC 18); Loca-
  tion: Aura.
  Dragon Sage (Ex): The dragon gains a bonus 
  equal to one-half its mythic rank on all Knowl-
  edge checks and can make Knowledge checks 
  untrained. The dragon can always take 10 in 
  Knowledge skills in which it has ranks, and 
  once per day can treat the result of any Knowl-
  edge check as a natural 20. The dragon can use 
  this ability more than once per day by expend-
  ing one use of its mythic power for each use 
  after the first. In addition, when selecting its 
  spells known, a watcher may choose divination 
  spells from any class list; if the spell is a differ-
  ent level for different classes, it can learn the 
  spell at its lowest spell level.
  Format: dragon sage; Location: Special Qualities. 
  Future Sight (Su): The dragon may use augury, 
  divination, and moment of presence at will as 
  spell-like abilities, and it can expend uses of 
  
  26
  its mythic power to use the mythic versions of 
  those spells, treating its mythic rank as its tier. 
  If a creature within 10 feet times its mythic 
  rank uses time stop, the dragon can perceive 
  and interact with the creature normally while 
  the time stop is in effect. Whenever a creature 
  attempts to use a divination effect to gain an 
  insight bonus against the dragon or learn about 
  its future activities, the caster must succeed at 
  a caster level check against a DC equal to 10 
  plus the dragon’s Hit Dice or the effect fails to 
  reveal information or grant a bonus against the 
  dragon.
  Format: future sight; Location: Special Qualities. 
  Penetrating Gaze (Su): The dragon sees with true 
  seeing within 5 feet times its mythic rank, and 
  it can expend one use of its mythic power to see 
  with mythic true seeing for 1 hour. In addition, 
  it gains a bonus equal to +5 times its mythic 
  rank on Perception checks made to oppose 
  Disguise, Sleight of Hand, and Stealth checks. 
  This bonus also applies on Sense Motive checks 
  made to oppose a Bluff check if the dragon can 
  see the creature making the Bluff check.
  Format: penetrating gaze; Location: Senses.
  Scrier (Sp): The dragon can use detect scrying, 
  private sanctum, and scrying at will as spell-like 
  abilities and can expend its mythic power to use 
  the augmented and/or mythic versions of those 
  spells, treating its mythic rank as its 
  tier. The dragon 
  can use any reflective surface as a scrying focus, 
  including a pool of water or an ordinary crystal 
  ball. If the dragon observes a creature that is 
  using a scrying effect (including getting a visual 
  image from detect scrying of a creature scry-
  ing on it), the dragon can expend one use of its 
  mythic power as an immediate action to treat 
  that creature’s scrying focus as a crystal hypno-
  sis ball through which it can implant a sugges-
  tion. If the creature fails its save, the dragon 
  becomes attuned to that creature’s scrying focus 
  and immediately becomes aware of whenever 
  that creature is using a scrying effect as long as 
  the dragon is on the same plane. 
  Format: scrier; Location: Special Qualities.
  Sigils of Warding (Su): The dragon can inscribe 
  mystic sigils upon its lair that function similarly 
  to a globe of invulnerability, suppressing the ef-
  fect of other creature’s spells and spell-like abili-
  ties without interfering with the dragon’s own. 
  The dragon must expend one use of its mythic 
  power to inscribe the sigils, and each inscrip-
  tion wards a stationary area with a radius equal 
  to 10 feet times the dragon’s mythic rank. The 
  level of spells suppressed by the sigils is equal 
  to 1 plus one-half the dragon’s mythic rank. The 
  sigils are unaffected by dispel magic, but they 
  can be obliterated with a rod of cancellation, 
  mage’s disjunction, or greater dispel magic 
  against a DC equal to 11 plus the dragon’s 
  caster level plus its mythic rank.
  Format: sigils of warding; Loca-
  tion: Defensive Abilities.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Path of Dragons.pdf