TEXT: mythic mastery
  Alex Riggs, Joshua Zaback
  Mythic Cloud and 
  Storm Giants
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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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 Cloud Giant
   
  The jovial creature before you is a giant of truly 
  great stature and ideal human proportions. Though large 
  and powerfully built, this mighty being walks among the very 
  clouds themselves as though it were lighter than air. 
  MYTHIC CLOUD GIANT  
   
                CR 14/MR5
  XP 38,400
  NG or NE Huge humanoid (giant)
  Init +1; Senses low-light vision, mist sight, scent; Perception 
  +17
  DEFENSE
  AC 30, touch 9, flat-footed 29 (+4 armor, +1 Dex, +17 natural, 
  –2 size)
  hp 208 (16d8+136)
  Fort +16, Ref +6, Will +10
  Defensive Abilities rock catching; DR 10/epic
  OFFENSE
  Speed 50 ft.
  Melee morningstar +24/+19/+14 (4d6+21) or 2 slams +24 
  (2d6+14)
  Ranged rock +17 (2d6+26
  Space 15 ft.; Reach 15 ft.
  Special Attacks mythic power (5/day, surge 1d8), rock 
  throwing (140 ft.), skyward swing, solid clouds, summon 
  clouds 
  Spell-Like Abilities (CL 16th)
       At will—levitate (self plus 2,000 lbs.), obscuring mist
       1/day—fog cloud
  STATISTICS
  Str 39, Dex 13, Con 23, Int 12, Wis 16, Cha 12
  Base Atk +12; CMB +28; CMD 39
  Feats Awesome Blow, CleaveM, Great Cleave, Improved Bull 
  Rush, Improved Overrun, Intimidating Prowess, Iron WillM, 
  Power AttackM
  Skills Climb +21, Craft (any one) +10, Diplomacy +9, 
  Intimidate +28, Perception +17, Perform (string instruments) 
  +8
  Languages Common, Giant
  SQ cloudwalker, mythic rocks, oversized weapon
  ECOLOGY
  Environment any 
  Organization solitary
  Treasure standard (chain shirt, morningstar, other treasure) 
  SPECIAL ABILITIES
   
  Cloudwalker (Ex): A mythic cloud giant can 
  walk easily on thin air and among the clouds. The mythic 
  cloud giant is constantly able to move through the sky in a 
  manner similar to the air walk spell, except that the ability 
  is extraordinary in nature, so it cannot be dispelled and 
  functions in an antimagic field. Additionally, by expending 
  one use of mythic power, the mythic cloud giant can greatly 
  increase her aerial speed and control, gaining a fly speed of 
  120 feet with perfect maneuverability for a number of rounds 
  equal to her mythic rank (typically 5).
   
  Mist Sight (Ex): A mythic cloud giant can see 
  through mist, fog, and other visual impediments such as 
  snow, sleet, or rain. A mythic cloud giant’s vision is never 
  obscured by such phenomena, whether mundane or magical 
  in nature, and she never suffers mischance due to such 
  prevailing conditions. 
   
  Mythic Rocks (Ex): A mythic cloud giant is 
  exceptionally skilled at both catching and throwing rocks, far 
  exceeding her ordinary kin. A mythic cloud giant can catch 
  rocks of up to Huge size and automatically succeeds on all 
  Reflex saves to catch rocks, except those thrown by a giant 
  with the mythic rocks ability. Catching a Huge rock requires a 
  DC 30 Reflex save. Additionally, the mythic cloud giant adds 
  her mythic rank as a bonus on attack rolls and damage rolls 
  made with thrown rocks, and rocks thrown by the mythic 
  cloud giant ignore anything less than total cover and total 
  concealment. 
   
  Oversized Weapon (Ex): A mythic cloud giant can 
  wield Gargantuan weapons without penalty. Most favor the 
  use of immense morningstars.
   
  Skyward Swing (Ex): A mythic cloud giant delights 
  in sending her foes skyward. Whenever the mythic cloud 
  giant uses her Awesome Blow feat or successfully confirms 
  a critical hit, she may choose to expend one use of mythic 
  power in order to use this ability to knock her foe straight 
  into the air. The target must succeed on a Reflex save to avoid 
  the main force of the blow (DC 32); if he fails, he is flung 50 
  feet into the air (this is in addition to any forward movement 
  caused by the Awesome Blow feat). Any physical barriers the 
  target encounters, such as a ceiling or a tree, inflict 1d6 points 
  of damage but halt any further upward progress, causing the 
  target to fall from that height instead of the full 50 feet. The 
  target suffers fall damage as appropriate (typically 5d6, if he 
  is flung the full 50 feet) and lands prone. 
   
  This process takes no additional time and the mythic 
  cloud giant can continue to act normally, including making 
  additional attacks as part of a full-attack action against the 
  target of the skyward swing, if applicable.
   
  Solid Clouds (Ex): A mythic cloud giant has the 
  unique ability to imbue clouds with mythic power, rendering 
  them solid and capable of supporting great weight. This 
  ability can be used in two ways. If used upon a naturally 
  occurring and unoccupied cloud (meaning that no creature 
  is within the cloud itself, though there may be creatures or 
  objects on top of the cloud), this ability renders the cloud 
  supremely solid and tough, granting it a similar strength to 
  stone, though it retains its lighter than air quality and look, 
  as well as its wet, misty feel. Clouds so affected can support 
  extremely great weights, and mythic cloud giants often 
  build castles and even found cities on such structures. A 
  cloud affected in this way does not rain and is unaffected by 
  weather, though surrounding weather effects may affect those 
  on the cloud. The effect persists for 1 day per mythic rank, 
  though the effect can be renewed at any time during that 
  period. 
   
  The second use of this ability allows the mythic cloud 
  giant to lend stability to any magically created mist or cloud 
  which is occupied by creatures. If she does, the magically 
  created mist or fog takes on the qualities of a solid fog spell in 
  addition to whatever effects it would normally have. Unlike 
  a normal solid fog spell, however, the mythic cloud giant is 
  completely unimpeded by a magical fog affected in this way. 
  
  3
   
  Regardless of which version of the ability is used, 
  activating this ability is a standard action and requires that 
  the mythic cloud giant expend one use of mythic power.
   
  Summon Cloud (Su): As a full-round action, a 
  mythic cloud giant can expend one use of mythic power in 
  order to summon any cloud to her present location. The 
  mythic cloud giant must be aware of the cloud, and so use 
  of this ability is typically limited to clouds she can currently 
  see, or clouds which are permanent and prominent, or which 
  she otherwise has current knowledge of. If the cloud is solid 
  or will cause immediate damage (for example, a cloud made 
  from a cloudkill spell or a cloud affected by the mythic cloud 
  giant’s solid clouds ability), the cloud appears in the nearest 
  unoccupied area; otherwise, this ability calls a cloud to fill 
  the area around the mythic cloud giant. If the summoned 
  cloud is a mundane cloud, with no special or magical 
  properties, this has the effect of creating a fog cloud spell 
  in the area within a 50-foot radius around the mythic cloud 
  giant. If the mythic cloud giant summons a storm cloud in 
  this way, then each creature that begins his turn within the 
  cloud (including the mythic cloud giant) has a 10% chance of 
  being struck by lightning, suffering 5d6 points of electricity 
  damage (the target may attempt a DC 20 Reflex save for half 
  damage). Regardless of the type of cloud summoned by this 
  ability, it returns to its former location 5 rounds after being 
  summoned. If the summoned cloud was modified by the 
  mythic cloud giant’s solid clouds ability, then any creatures 
  or objects on the cloud at the end of 5 rounds are transported 
  with the cloud back to its former location. 
  Ecology
   
  Mythic cloud giants are literally the stuff of 
  legends; even among the cloud giant peoples themselves, 
  they are considered to be mere fancy, an idealized version 
  of themselves. The truth is that stories of mighty and 
  innately magical cloud giants who live not in the mists of 
  mountains, but instead dwell on the very clouds themselves, 
  are indeed more truth than fiction. Naturally, many of the 
  details assumed about mythic cloud giants in whispered 
  rumor or outrageous legend have been mistaken or grossly 
  exaggerated by folk remembering these storied giants from 
  the ancient past. The idea that the mythic cloud giants live 
  in a great golden city is in fact a fabrication, as is the idea 
  that their people are lost to the world, destroyed in some 
  great cataclysm in primeval times. In truth, while some very 
  powerful mythic cloud giants might gather their kindred 
  into cities built of marble and stone quarried from high 
  mountains in elder days, most are fairly solitary, living in 
  cyclopean castles with their immediate kin and having no 
  contact except that which they desire from the outside world.
   
  Though the art and culture of the mythic cloud 
  giant was once the envy of all living beings, their society and 
  creativity have both been in decline for generations. In the 
  earliest days, when the cloud giants were one people, they 
  dwelled not just upon the clouds but in them, sculpting their 
  forms to suit the needs of their people and to create wonders 
  of architecture and beauty not seen by any mortal since. 
  However, when these great cities of sculpted clouds drifted 
  towards the land below, the giants dwelling within first 
  spotted stone, finding it beautiful to behold. They forayed 
  down from their sky dwellings to take this stone back with 
  them. The giants built great towers and castles from precious 
  metal, brilliant polished marble, and shining gems, and 
  though in pursuit of this new masonry they lost the ability to 
  shape the clouds, the people were pleased with the decadence 
  they had created. Some of the giants were so enthralled 
  with the beauty of this earthen craft that they left the clouds 
  altogether to live among the stones, dirt and gems of the 
  world below. 
   
  In these elder days, the giants remained in contact 
  with their close kin, and from the land dwellers those who 
  remained in the clouds learned the philosophies of the world 
  below, and much as their kin, they were quickly drawn to one 
  extreme or the other. As on the land, so it was in the clouds, 
  and cloud giants of differing ideologies began to fight among 
  themselves. A brutal war consumed all the people, and their 
  cities were smashed to ruin. The great mastery of stone 
  was forgotten as their people became skilled in warfare and 
  fortification instead. Eventually, an uneasy peace was reached 
  among the cloud giants that survived, and it was agreed 
  that in order to preserve themselves, they must be separate 
  from their kin—especially from the land dwellers, whose 
  newfound knowledge had nearly destroyed their people. The 
  mythic cloud giants left in small groups bound by blood and 
  idealism and were never whole again. Meanwhile, the land-
  bound cloud giants forgot much of their heritage, losing the 
  arts of their sky-dwelling brethren and remembering what 
  they were only in legend.
   
  Today, the mythic cloud giants are a stable, 
  isolationist people delighting in simple pleasures, good 
  food, and good music, and preferring to keep away from the 
  affairs of other, lesser creatures. Most dwell in large stone 
  castles which retain a hint of the beauty of old, though more 
  closely resembling fortresses and being somewhat cruder 
  of design. Most often, other mortals encounter mythic 
  cloud giants by accident, either by discovering one of their 
  dwellings when traveling by air far from the usual routes 
  and common settlements, by teleportation mishap, or by 
  other unusual circumstances. Very occasionally, a mythic 
  cloud giant will come down to the land in order to acquire 
  some rare and pretty thing—a piece of stone, an exotic gem, 
  a unique magical weapon—and discover other creatures 
  in the area. When encountered, mythic cloud giants react 
  largely in accordance with their alignment: good cloud giants 
  are exceptional hosts, kind and jovial, welcoming of guests, 
  though wary of travelers and prepared to defend themselves 
  and their homes at all costs. Evil mythic cloud giants prefer to 
  attack straight away, looking to eat their victims and plunder 
  their wealth, keeping their foes alive only if they feel some 
  reason to imprison them rather than slay them immediately.
   
  Mythic cloud giants live for about 600 years, though 
  they show little effects of age as they grow older and prefer to 
  devote themselves to pleasurable affairs. Most mythic cloud 
  giants stockpile wondrous things in their fortress homes, and 
  often cloud giant castles contain vaults filled with magical 
  treasure and boast one or more fantastic animals which 
  produce endless food for the giants living there. Though 
  many cloud giants are content to live simple lives, a few aspire 
  to greatness, becoming powerful wizards or barbarians, 
  depending on their inclination. 
  
  4
  Mythic Storm Giant
   
  In the midst of a raging thunderstorm, you see a 
  statuesque figure with deep purple skin and blazing yellow 
  eyes heft a crackling bolt of lightning, ready to smite down his 
  enemies.  
  MYTHIC STORM GIANT  
   
               CR 17/MR 7
  XP 102,400
  CG Huge humanoid (giant)
  Init +2; Senses low-light vision; Perception +27
  DEFENSE
  AC 35, touch 10, flat-footed 33 (+6 armor, +2 Dex, +19 natural, 
  –2 size)
  hp 255 (19d8+170)
  Fort +17, Ref +8, Will +13
  Defensive Abilities block attacks, rock catching, storm 
  catcher; DR 10/epic; Immune electricity
  OFFENSE
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
  Melee mwk greatsword +28/+23/+18 (4d6+22 plus 7 
  electricity damage/17–20) or 2 slams +27 (2d6+15)
  Ranged mwk composite longbow +15/+10/+5 (3d6+15/×3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks hurl thunderbolts, lightning blade, 
  manipulate weather, stir the sea
  Spell-Like Abilities (CL 15th)
       Constant—freedom of movement
       2/day—control weather, levitate
       1/day—call lightning (DC 17), chain lightning (DC 20)
  STATISTICS
  Str 41, Dex 14, Con 23, Int 16, Wis 20, Cha 19
  Base Atk +14; CMB +31; CMD 43
  Feats Awesome Blow, CleaveM, Combat Reflexes, Improved 
  Bull Rush, Improved Critical (greatsword), Improved Sunder, 
  Improved Vital Strike, Iron Will, Power AttackM, Vital StrikeM
  Skills Acrobatics +18, Climb +18, Craft (any one) +13, 
  Intimidate +22, Perception +27, Perform (sing) +14, Sense 
  Motive +24, Swim +23
  Languages Auran, Common, Draconic, Giant
  SQ master of war, militant, mythic rocks, water breathing
  ECOLOGY
  Environment any 
  Organization solitary
  Treasure standard (mwk breastplate, mwk composite 
  longbow [+15 Str bonus] with 20 arrows, mwk greatsword, 
  other treasure) 
  SPECIAL ABILITIES
   
  Hurl Thunderbolts (Su): A mythic storm giant is 
  a master of the storm and can hurl powerful thunderbolts 
  at his foes. As a standard action, a mythic storm giant can 
  spend one use of mythic power in order to create and throw 
  a thunderbolt. Throwing a thunderbolt is a ranged attack 
  with a range increment of 50 feet. On a successful hit, the 
  thunderbolt deals 10d6 points of electricity damage and 10d6 
  points of sonic damage and forces the target to succeed on 
  a Fortitude save (DC 23) or be blinded and deafened for 1d4 
  rounds. A mythic storm giant adds its mythic rank as a bonus 
  to the ranged attack with a thunderbolt. 
   
  Lightning Blade (Su): A mythic storm giant’s 
  weapons are supercharged with lightning, causing them to 
  inflict an additional amount of electricity damage. All attacks 
  with manufactured weapons made by a mythic storm giant 
  deal an additional amount of electricity damage equal to the 
  mythic storm giant’s mythic rank (typically 7). Additionally, 
  whenever the mythic storm giant confirms a critical hit 
  with a manufactured weapon, he may choose to spend one 
  use of mythic power in order to cause the attack to deal an 
  additional 5d6 points of electricity damage. 
   
  Manipulate Weather (Su): A mythic storm giant 
  causes the very world around him to quake with the fury 
  of violent storms. The 500-foot-radius area around the 
  storm giant is always a storm (see weather in the Pathfinder 
  Roleplaying Game Core Rulebook for more details), and by 
  expending one use of mythic power as a standard action, 
  the mythic storm giant can cause that weather to worsen 
  significantly for a short time, causing the area within 500 feet 
  of the mythic storm giant to be treated as a powerful storm 
  (such as a blizzard, hurricane, tornado, etc.) for 1d4 minutes. 
  Because of their mythic nature, mythic storm giants suffer no 
  ill effects of any kinds as a result of weather; they are never 
  struck by lightning, can walk through tornados as though 
  they were not there, and can see through sleet and snow 
  created as a result of weather, though not that created by 
  spells such as sleet storm.
   
  Master of War (Ex): A mythic storm giant drills 
  constantly with weapons in order to ensure his ability to 
  quickly dispatch his foes. A mythic storm giant adds his 
  mythic rank as a bonus to attack rolls made to confirm a 
  critical hit.
   
  Mythic Rocks (Ex): A mythic storm giant is 
  exceptionally skilled at both catching and throwing rocks, far 
  exceeding his ordinary kin. A mythic storm giant can catch 
  rocks of up to Huge size and automatically succeeds on all 
  Reflex saves to catch rocks, except those thrown by a giant 
  with the mythic rocks ability. Catching a Huge rock requires a 
  DC 30 Reflex save. Additionally, the mythic storm giant adds 
  his mythic rank as a bonus on attack rolls and damage rolls 
  made with thrown rocks, and rocks thrown by the mythic 
  storm giant ignore anything less than total cover and total 
  concealment. 
   
  Stir the Sea (Su): A mythic storm giant causes 
  the water around him to be turbulent and treacherous. All 
  creatures within 500 feet of the mythic storm giant, except 
  those affected by freedom of movement, suffer a penalty equal 
  to the mythic storm giant’s mythic rank on all Profession 
  (sailor) and Swim checks. Additionally, as a standard action, 
  the mythic storm giant can expend one use of mythic power 
  to create deadly whirlpools with a 20-foot radius within the 
  500-foot radius area. Creatures within the whirlpool suffer 
  10d6 points of bludgeoning damage. A successful Reflex save 
  (DC 23) halves this damage; additionally, ships that fail this 
  Reflex save are capsized. 
   
  Storm Catcher (Su): A mythic storm giant can 
  catch the energy of storms and throw it back. Whenever a 
  mythic storm giant is subject to an effect which would deal 
  sonic or electricity damage and which offers a saving throw, 
  if the mythic storm giant succeeds on the saving throw, he 
  automatically catches the energy, suffering no ill effects from 
  
  5
  the effect and gaining one use of mythic power which can 
  only be spent on his hurl thunderbolts ability. 
   
  Militant (Ex): Mythic storm giants are proficient 
  with all simple and all martial weapons.
   
  Water Breathing (Ex): Mythic storm giants can 
  breathe water as well as air.
  Ecology
   
  Mythic storm giants are exceptionally rare and 
  terrifying creatures, dwelling in remote jungle mountains or 
  in mighty towers built in the deepest part of the sea. Mythic 
  storm giants are in many ways like the lesser storm giants, 
  but possess an intensity matched in few other beings, mortal 
  or immortal. In times of peace, mythic storm giants dress in 
  loose-fitting garments and simple jewelry and spend their 
  time in contemplation of the future. However, even in such 
  times of calm, a mythic storm giant is never as serene as he 
  appears, instead focusing his energy wholly on restraining 
  the righteous fury which bubbles within him. The presence 
  of a mythic storm giant is awesome to behold, and by the 
  sheer force of his personality, those who would oppose him 
  are forced to cower. Strong and valiant, a mythic storm giant 
  is more a force of destruction and wrath than a humanoid 
  creature, and great danger awaits those who anger these 
  noble giants.
   
  A mythic storm giant usually begins life as an 
  ordinary storm giant, gaining power through the blessings 
  of righteous god or through contact with a similarly potent 
  force. Such storm giants are so blessed for a purpose, which 
  is to become engines of destruction against the forces of evil, 
  bringing deliverance to the just and sowing the final doom of 
  the wicked. Tales of wrathful storms sent to smite evildoers, 
  leaving no survivors, with only ruins to tell of their existence, 
  are really telling of the fury of the mythic storm giant, who 
  both wields the forces of nature and acts in concert with 
  them. With this tremendous power comes an overwhelming 
  wrath and sense of righteous fury, making the mythic storm 
  giant more a force of the cosmos than an individual. This 
  struggle, between retaining their sense of self and fulfilling 
  the destiny promised by their power, consumes the mythic 
  storm giants, and they spend all their lives trying to retain a 
  sense of self, so as not become a force of nature which attacks 
  without will, slaughtering all in their path. 
   
  Though a true danger to evildoers, a mythic storm 
  giant is also victim to a fierce temper that is easily provoked 
  and apt to turn violent, even with would-be allies. It is for 
  this reason that mythic storm giants seek solitude, so as not 
  to let their wrath overcome them. It is similarly out of mercy 
  and a fear of their own power that they only rarely grant 
  audiences to visitors who manage to seek them out, though 
  mythic storm giants often grant their terrible aid to those in 
  peril, lending the fury of the storm to the cause of justice. 
  Obscure prophecies state that in the final days, the mythic 
  storm giants will all rise and smite humankind, destroying 
  evil in men and ensuring that only those who have both great 
  
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR. 
  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, 
  Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. 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 
   
  END OF LICENSE 
  
   
  Storm and cloud giants are the stuff of legends. Far more 
  sophisticated than their brutish and earth-bound kin, these majestic 
  sophisticated than their brutish and earth-bound kin, these majestic 
  giants are most at home far above the clouds, where they are rumored 
  to live in giant castles and golden cities miraculously suspended in 
  the air. As legendary as these sky titans are, however, there are a few 
  among them that are even more masterful and impressive than the 
  rest of their race. These are the mythic cloud and storm giants.
   
  This book presents game statistics for mythic cloud giant and 
  mythic storm giant, both of which have unique abilities never seen 
  elsewhere. Mythic cloud giants (CR 14) can cause her foes to fly 
  skyward when she strikes them, slamming them back down to the 
  skyward when she strikes them, slamming them back down to the 
  earth for extra damage. Further, she can transform clouds, 
  causing them to become as solid and substantial as rock, and can 
  causing them to become as solid and substantial as rock, and can 
  summon clouds (including magical clouds, such as cloudkill) to 
  nearby places. Not to be outdone, mythic storm giants (CR 17) 
  can hurl thunderbolts at their foes, and wield blades made of pure 
  lightning. As if that weren’t enough, their dominion over storms 
  extends from the air to the sea, and they can create deadly 
  whirlpools to swallow their foes.
  Titanic Rulers of the Skies!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Cloud and Storm Giants.pdf