TEXT: mythic mastery
  Alex Riggs, Joshua Zaback
  Mythic Desert and 
  Ocean Giants
  
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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 Desert Giant
   
  A giant rises gracefully from the desert sands, as if 
  springing from the very world itself, only to stand atop the 
  dunes apparently weightless, disturbing not a grain. Her deep 
  tan skin has seen many years, but is no worse for the wear. In 
  each hand she holds a finely wrought scimitar, which, with the 
  twitching of her hands, dance in the air about her. Her grim 
  face warns of danger as the sands begin to rise about her feet.
   
  MYTHIC DESERT GIANT 
                              CR 14/MR 4
  XP 38,400
  LN Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 28, touch 13, flat-footed 24 (+2 armor, +3 Dex, +1 dodge, 
  +13 natural, -1 size)
  hp 155 (13d8+97)
  Fort +9, Ref +11, Will +5
  Defensive Abilities rock catching; Immune fire
  OFFENSE
  Speed 50 ft.
  Melee masterwork scimitars +18/+18/+13/+13 (1d8+10/15-20) 
  or 2 slams +18 (1d8+10)
  Ranged rock +11 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks elemental beam, mythic power (4/day, 
  surge +1d8), rock throwing (100 ft.), sand glide, sand storm, 
  scimitar dance, scimitar training
  STATISTICS
  Str 30, Dex 17, Con 21, Int 13, Wis 12, Cha 10
  Base Atk +9; CMB +20; CMD 34 (38 vs. disarm and sunder)
  Feats Combat ReflexesM, DodgeM, Improved Critical 
  (scimitar), Improved Two-Weapon Fighting, Mobility, Two-
  Weapon Fighting, Weapon Focus (scimitar)
  Skills Acrobatics +16 (+24 when jumping), Intimidate +11, 
  Perception +9, Survival +17
  Languages Common, Giant
  SQ sandwalking
  ECOLOGY
  Environment warm desert 
  Organization solitary
  Treasure standard (2 masterwork scimitars, leather armor, 
  other treasure)
  SPECIAL ABILITIES
   
  Elemental Glare (Su): A mythic desert giant can 
  use the desert’s power to unleash a mighty beam of either 
  heat energy (in hot deserts) or cold energy (in cold deserts). 
  As a standard action, the mythic desert giant can expend 
  one use of mythic power in order to generate an elemental 
  beam, which requires a ranged touch attack to hit. The form 
  the beam takes depends on what kind of desert the mythic 
  desert giant is in when he uses the ability. In a hot desert, 
  the elemental beam deals 15d6 points of fire damage to the 
  target, and the target must succeed on a Fortitude save (DC 
  16) or become exhausted. While in a cold desert, the beam 
  deals 15d6 points of cold damage to the target, and the target 
  must succeed on a Fortitude save or become slowed for 1 
  minute.
   
  Sand Glide (Ex): A mythic desert giant has the 
  ability to move through sand as easily as a fish swims through 
  water. By expending one use of mythic power as a free action, 
  the mythic desert giant can choose to move through sand 
  in a fashion similar to an earth elemental using earth glide; 
  however, he can only move through sand, dirt, gravel, dust 
  and similar material using this ability. While sand gliding, 
  the mythic desert giant does not need to breathe, and can 
  see through the sand to a depth of 40 feet as though he had 
  x-ray vision. Once activated, this ability lasts until the mythic 
  desert giant chooses to surface, at which point his whole 
  body is expelled from the sand and he emerges in an adjacent 
  square.
   
  Sandstorm (Su): A mythic desert giant can cause 
  terrible sandstorms which rage about him to punish his 
  enemies. By expending 1 use of mythic power as a full-round 
  action, the mythic desert giant can cause the area in a 1,000-
  foot radius around him to erupt in a violent sandstorm which 
  obscures all vision beyond 5 feet and grants concealment 
  to adjacent creatures (20% miss chance). Additionally, the 
  sandstorm deals 1d4 points of damage per mythic rank the 
  mythic desert giant possesses to all creatures within the 
  sandstorm each round. A successful Reflex save (DC 16) 
  halves this damage. The sandstorm persists for 1 minute, but 
  ends immediately if the mythic desert giant is slain.
   
  Sandwalking (Ex): A mythic desert giant travels at 
  full speed across sand, rocky ground, or dust, and leaves no 
  trail behind unless it chooses to.
   
  Scimitar Dance (Su): A mythic desert giant has the 
  ability to temporarily enchant his scimitars with the power 
  of flight, allowing them to move and attack on their own. 
  By expending one use of mythic power as a standard action, 
  the mythic desert giant can cause his scimitars to fly from 
  his hands and attack a single creature within 100 feet. The 
  scimitars each attack once per round using the mythic desert 
  giant’s attack bonus and damage bonus, with an additional 
  bonus to attack and damage rolls equal to the mythic desert 
  giant’s mythic rank (usually +4). As a move action, the 
  mythic desert giant can direct the scimitars to attack a new 
  target within 100 feet. This effect lasts for 1 minute, or until 
  the mythic desert giant chooses to end it. Either way, they 
  magically return to the mythic desert giant’s hands, or fall to 
  the ground in his square if his hands are occupied.
   
  Scimitar Training (Ex): All mythic desert giants 
  are proficient with scimitars, and can wield them as if they 
  were light weapons. A mythic desert giant adds his full 
  Strength bonus to attacks made with a scimitar wielded in 
  his off hand, and gains a +4 bonus to CMD versus disarm and 
  sunder attempts when fighting with a scimitar in each hand.
  Ecology
   
  Mythic desert giants undergo isolation and exile 
  for many years in order to gain their mythic strength, giving 
  up their freedom and their mortality in order to take up 
  stewardship of the desert. This special ritual requires that 
  the desert giant spend 10 years alone in the desert, naked 
  and without tools. Each day, the desert giant must make a 
  small sacrifice of his blood to the sands. After 10 years of 
  keeping faith in isolation, mythic desert giants who survive 
  
  3
  will find a pair of scimitars which are unlike any forged by 
  mortal hands and which dance weightlessly upon the air. The 
  mythic desert giant calls to the scimitars, and upon hearing 
  his voice, they approach and encircle him, moving ever closer 
  and threatening to slash his body to ribbons. Before he is 
  slain, the mythic desert giant must swear an oath to defend 
  the desert for all time, and to ensure that no force comes 
  unbidden to take up residence there. If the mythic desert 
  giant so swears, the scimitars fly to his hands and he becomes 
  their master so long as he keeps his vow. In exchange, a 
  mythic desert giant is granted a greatly increased life span 
  and needs neither food nor drink to sustain him while he 
  dwells in the desert he has sworn to protect.
   
  Many mythic desert giants choose to remain in 
  isolation, living apart from other creatures and watching 
  over them to ensure that no harm comes to the lands in their 
  charge. When a mythic giant does come into contact with 
  lesser desert giants, the latter are expected to defer to the 
  former in all things, lest the desert forever curse them with 
  thirst and famine. Many other desert dwellers also choose to 
  defer to the mythic desert giants’ judgment, though this is 
  more out of fear of their wrath than any cultural or political 
  motivation.
   
  Mythic desert giants are solemn and grave 
  individuals, devoid of humor and completely obsessed with 
  their charge. They often manipulate events for the health of 
  the desert and its continued survival, completely without 
  regard for the lives of those they manipulate. Caring solely for 
  the desert they protect, mythic desert giants make implacable 
  foes but stalwart allies, easily predictable and happy to lend 
  aid to those who serve their cause.
  Mythic Ocean Giant
   
  This mighty humanoid has deep blue skin and green 
  eyes. He is completely bald, but has a long white beard which 
  seems to be made of foamy bubbles, falling in a graceful 
  cascade down to his knees. He wears a loose tunic of flowing 
  white cloth and is adorned by coral and pearls. In one hand 
  he hefts a mighty golden trident, while in the other he holds a 
  large and brightly polished conch shell.
  MYTHIC OCEAN GIANT 
   
               CR 17/MR 7
  XP 102,400
  CN Huge humanoid (aquatic, giant) 
  Init +4; Senses low-light vision; Perception +24
  DEFENSE
  AC 35, touch 8, flat-footed 35 (+27 natural, –2 size) 
  hp 274 (19d8+189)
  Fort +18, Ref +8, Will +10
  Defensive Abilities aquatic form; Resist cold 30, electricity 
  30
  OFFENSE
  Speed 50 ft., swim 40 ft.
  Melee masterwork trident +32/+27/+22 (3d6+27) or 2 slams 
  +30 (2d6+18)
  Ranged rock +13 (2d8+27)
  Space 15 ft.; Reach 15 ft.
  Special Attacks command ocean beasts, conch focus, create 
  vortex, mythic conch focus, mythic power (7/day, surge 
  +1d10), mythic summoning, ocean ally, rock throwing (110 ft.)
  Spell-Like Abilities (CL 14th; concentration +18)
  Constant—freedom of movement
  3/day—aqueous orb (DC 17), control winds (DC 19), shout 
  (DC 18), summon nature’s ally VII (swimming creatures 
  only), water breathing
  1/day—vortex (DC 20)
  STATISTICS
  Str 46, Dex 11, Con 25, Int 12, Wis 15, Cha 18
  Base Atk +14; CMB +34 (+36 bull rush); CMD 44 (46 vs. bull 
  rush)
  Feats Augment SummoningB (with conch), Combat Reflexes, 
  Critical FocusM, Improved Bull Rush, Improved Initiative, 
  Iron Will, Lightning Reflexes, Martial Weapon Proficiency 
  (trident), Power AttackM, Vital StrikeM, Weapon Focus 
  (trident)M
  Skills Intimidate +17, Knowledge (nature) +11, Perception 
  +24, Perform (wind) +13, Survival +14, Swim +27
  Languages Aquan, Common, Giant
  SQ amphibious, water walking 
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure standard (masterwork trident, other treasure)
  SPECIAL ABILITIES
   
  Aquatic Form (Su): A mythic ocean giant can 
  temporarily shift its body to become pure ocean water, 
  allowing it to avoid damage from most attack forms. As an 
  immediate action, the mythic ocean giant can expend one use 
  of mythic power in order to gain DR 20/- and immunity to 
  critical hits for 1 round. 
  
  4
   
  Command Ocean Beasts (Su): A mythic ocean 
  giant can command the creatures of the ocean. As a standard 
  action, a mythic ocean giant can cast dominate animal as 
  a spell-like ability on all animals with the aquatic subtype 
  within 100 feet of him (caster level 20, DC 18 Will save 
  negates). Additionally, as a full-round action, the mythic 
  ocean giant can expend one use of mythic power to attempt 
  to command any aquatic creature. Each round the mythic 
  ocean giant spends a standard action to concentrate on 
  commanding the target, the mythic ocean giant and the 
  target make opposed Charisma checks. If the mythic ocean 
  giant wins the check, he may control the target’s actions 
  for 1 round. If the mythic ocean giant loses the check, the 
  target may act normally. While controlling a creature in this 
  way, the mythic ocean giant cannot cause the target to take 
  obviously suicidal actions. If the mythic ocean giant ceases to 
  concentrate on this ability, the effect ends immediately.
   
  Conch Focus (Su): When holding its conch, an 
  ocean giant can cast great shout (DC 22) instead of shout, 
  and gains Augment Summoning as a bonus feat. If the conch 
  is destroyed (hardness 5, 20 hp), the giant can spend 1 week 
  to craft a replacement.
   
  Create Vortex (Su): A mythic ocean giant can create 
  deadly vortexes of great size while in ocean environments. 
  As a standard action, the mythic ocean giant can expend 2 
  uses of mythic power in order to create a massive whirlpool 
  60 feet in diameter at the mouth and up to 200 feet long. 
  Any creature in the area suffers 10d6 points of bludgeoning 
  damage each round he remains within the whirlpool. If the 
  whirlpool touches the surface of the water, it automatically 
  capsizes ships of Gargantuan size or smaller. Colossal or 
  larger ships suffer 10d6 points of damage each round they 
  remain within the area. Additionally, the area created by this 
  vortex is difficult to move through and requires either a DC 
  30 Swim check or a DC 25 Profession (sailor) check in order 
  to allow the creature or ship to move up to its speed while 
  within the area. A creature that fails this check cannot move 
  out of the disturbed water but may otherwise act normally. 
  Creatures affected by freedom of movement ignore this effect.
   
  Mythic Conch Focus (Su): A mythic ocean giant 
  can blow into his conch in order to create much more potent 
  magical effects. As a standard action, a mythic ocean giant 
  can expend one use of mythic power while holding his conch 
  in order to cast either control water or control weather as a 
  spell-like ability (caster level 20). Additionally, whenever the 
  mythic ocean giant uses a spell-like ability while holding his 
  conch, he can apply the effects of either the Extend Spell or 
  Widen Spell metamagic feats. Finally, a mythic ocean giant 
  can expend a use of mythic power in order to immediately 
  re-forge his conch if it is destroyed.
   
  Mythic Summoning (Sp): Whenever a mythic 
  ocean giant uses his summon nature’s ally VII spell-like 
  ability while holding his conch, he may expend one use of 
  mythic power in order to summon twice as many swimming 
  creatures as he normally would. In addition, whenever he 
  uses this ability, any creatures he summons gain a +2 morale 
  bonus to attack and damage rolls.
   
  Ocean Ally (Sp): A mythic ocean giant can create a 
  powerful elemental creature from the very water to serve him. 
  As a full-round action, while standing on the ocean’s surface, 
  a mythic ocean giant can expend 2 uses of mythic power in 
  order to create a massive elemental servant. This elemental 
  servant has the same statistics as an ocean giant, but gains 
  the elemental subtype and the associated defensive benefits 
  from elemental traits.
   
  Water Walking (Sp): A mythic ocean giant can 
  stride across the waves as well as dwell under them. This 
  ability functions similarly to the spell water walk, except that 
  the mythic ocean giant can choose to suppress or resume the 
  effect as a swift action. Additionally, by expending one use of 
  mythic power, the mythic ocean giant can grant the ability 
  to walk upon the water as though with the water walk spell 
  (caster level 20) to a number of creatures equal to his mythic 
  tier (typically 7).
  Ecology
   
  Mythic ocean giants are visually indistinguishable 
  from their kin, though they have far greater power, being 
  both physically stronger and more magically gifted than 
  lesser ocean giants. The chief feature of the mythic ocean 
  giant is its skill in playing the conch, and he can produce 
  wondrous melodies with such instruments. Rumor has it that 
  an ocean giant transforms into a mythic ocean giant upon 
  learning to play such music on his conch. Other tales suggest 
  that mythic ocean giants gain their power by learning the 
  secrets of deep ocean gods, who dwell in regions where lesser 
  ocean giants fear to tread. Whatever the case, the process 
  which creates a mythic ocean giant leaves the individual 
  forever changed. 
   
  In addition to obtaining greater strength and the 
  knowledge of wondrous melodies, the mythic ocean giant 
  bears a radically different temperament from its non-
  mythic kin. Mythic ocean giants are not drawn to alignment 
  extremes of good or evil, and they tend to be extremely 
  chaotic and fickle individuals. They are prone to mood 
  changes and bouts of outstanding temper, which last only 
  moments, to be replaced by mirth. A mythic ocean giant’s 
  mood is said to be predictable according to the ocean current; 
  however, scholars have difficulty proving such claims, as 
  mythic ocean giants are creatures of exceptional might and 
  they are not keen to be studied. 
   
  The great size and exceptional magical powers 
  of mythic ocean giants often cause them to be deified by 
  coastal communities. Worshipers of mythic ocean giants 
  find them to be just as unpredictable as anyone else, though 
  most mythic ocean giants are pleased to be worshiped and 
  enjoy the role of deity, often commanding the construction 
  of elaborate temples or asking for extreme and outrageous 
  sacrifices. In exchange for these acts of worship, mythic ocean 
  giants can be counted upon to occasionally defend coastal 
  communities from seaborne dangers. Though mythic ocean 
  giants are prone to let some threats which would devastate 
  a coastal community that venerates it wreak its havoc 
  unchecked, many so enjoy the chance to play god as to ensure 
  that no lasting harm comes to those who worship them.
  
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  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. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, 
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  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Babau and Hezrou Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Angelic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Robots Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IX Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Curses II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Robots II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume X Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Astori Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Fey Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of Chance Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Kassars Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Fire Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: The Vordis Scourge Volume III Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIV Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Cloud and Storm Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Frost and Stone Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Desert and Ocean Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Masters of Dune and Wave!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Desert and Ocean Giants.pdf