TEXT: Mythic Minis 1
  Monster Feats
  By Tom Phillips and Jason Nelson
  
  By Tom Phillips and Jason Nelson
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, 5 mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 1: MONSTER FEATS
  Mythic monsters need mythic feats, and this product provides conversions for 
  most of the monstrous feats provided in the Pathfinder Roleplaying Game Bestiary 
  appendix.
  Ability Focus (Mythic)
  One of this creature’s special abilities is extraordinarily powerful.
  Prerequisite: Ability Focus.
  Benefit: Choose a special ability for which the creature already has Ability Focus. 
  The bonus to save DCs provided by Ability Focus for the creature’s chosen special 
  ability increases by 2. Additionally, the creature can expend one use of mythic power 
  as part of using its chosen special ability to force the targets of the special ability to 
  roll their saves twice, taking the lower result.
  Special: If the creature has taken non-mythic Ability Focus multiple times, it must 
  choose which of those feats this enhances. A creature can take this feat multiple 
  times. The effects do not stack. Each time the creature takes this feat, it applies to a 
  different non-mythic Ability Focus feat.
  Awesome Blow (Mythic)
  This creature’s powerful blows can launch opponents into the air and render them 
  senseless.
  Prerequisites: Str 29, Awesome Blow, Power Attack, Improved Bull Rush, size Large 
  or larger.
  Benefit: If the creature’s Awesome Blow combat maneuver succeeds against a 
  corporeal opponent of its size or smaller, its opponent takes damage (typically 
  slam damage) plus twice the creature’s Strength modifier, is knocked flying 20 feet 
  in a direction of the attacking creature’s choice, and falls prone. Additionally, the 
  opponent must succeed on a Fortitude save (DC 10 + 1/2 attacking creature’s HD 
  + attacking creature’s Strength modifier) or they are rendered stunned for 1 round. 
  If an obstacle prevents the completion of the opponent’s move, the opponent and 
  the obstacle each take 2d6 points of damage, the opponent is knocked prone in a 
  space adjacent to the obstacle, and must succeed on a Fortitude save (same DC as 
  above) or be stunned for 1 round. Finally, the attacking creature can expend one 
  use of mythic power as a swift action to extend the duration of the stunned effect 
  an additional round.
  Improved Natural Armor (Mythic)
  This creature’s hide is impossibly thick and difficult to pierce.
  Prerequisite: Natural armor, Con 17, Improved Natural Armor.
  Benefit: This feat increases the natural armor bonus by +1. This stacks with the 
  bonus gained from Improved Natural Armor. In addition, if a creature has selected 
  the Improved Natural Armor feat more than once, the bonus provided by this feat 
  is equal to the number of times the creature has taken the Improved Natural Armor 
  feat. 
  In addition, a creature with this feat reduces bleed damage by 1, whether that 
  bleed damage is hit point damage, ability damage, or ability drain. If the creature has 
  taken the Improved Natural Armor feat more than once it reduces bleed damage by 
  an amount equal to the number of times it has taken that feat. 
  Improved Natural Attack (Mythic)
  One of this creature’s natural attacks is extraordinarily devastating.
  Prerequisite: Base attack bonus +8, Improved Natural Attack.
  Benefit: Choose one of the creature’s natural attack forms (not an unarmed strike) 
  that benefits from the non-mythic Improved Natural Attack feat. The damage for 
  this natural attack increases by an additional step on the following list, as if the 
  creature’s size had increased by one category. Damage dice increase as follows: 1d2, 
  1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 
  1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
  Additionally, as a swift action, the creature can expend one use of mythic power 
  to completely bypass its opponent’s DR with its chosen natural attack. This effect last 
  for a number of rounds equal to the creature’s mythic rank. If an opponent’s DR is 
  greater than 15, the creature does not ignore any of its DR.
  Special: A creature can take this feat multiple times. The effects do not stack. Each 
  time the creature takes this feat, it applies to a different non-mythic Improved 
  Natural Attack feat.
  Multiattack (Mythic)
  This creature’s natural weapon attacks possess an unearthly grace and ferocity.
  Prerequisite: Multiattack.
  Benefit: The creature’s secondary attacks with natural weapons are treated as 
  primary attacks. Additionally, if the creature successfully strikes the same opponent 
  with all of its natural weapon attacks in the same round, it can expend two uses of 
  mythic power as part of the attack to rend its opponent for an additional 1d4 points 
  of damage for each mythic rank the attacking creature possesses.
  Normal: Without this mythic feat, the creature’s secondary attacks with natural 
  weapons take a –2 penalty.
  Multiweapon Fighting (Mythic)
  This multi-armed creature is skilled at making attacks and confounding its foes with 
  its multiple weapons.
  Prerequisites: Dexterity 18, Multiweapon Fighting.
  Benefit: The creature’s penalties for fighting with multiple weapons are no 
  longer reduced with the primary hand and only take a –2 penalty with off hands. 
  Additionally, if the creature successfully strikes the same opponent with at least two 
  weapon attacks in the same round, the attacking creature can expend one use of 
  mythic power as part of the attack to make a disarm or sunder attempt against the 
  opponent (with a +8 bonus to the attacking creature’s CMB) as a free action that 
  does not provoke an attack of opportunity.
  Normal: A creature without this mythic feat takes a –2 penalty on attacks made with 
  its primary hand and a –6 penalty on attacks made with all of its off hands.
  Snatch (Mythic)
  This creature’s crushing grip mangles its prey and renders it defenseless.
  Prerequisite: Snatch.
  Benefits: A creature with this feat can expend one use of mythic power as a swift 
  action when making a grapple check. If the combat maneuver check succeeds, the 
  target is automatically pinned instead of grappled, and its penalty to AC is increased 
  by an amount equal to the creature’s mythic rank for as long as it remains grappled 
  or pinned.
  Mythic Minis 1: Monster Feats
  
  Credits
  Authors: Tom Phillips and Jason Nelson
  Artist: Jason Juta
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt 
  Goodall, Jim Groves, Tim Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, 
  Alistair Rigg, 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 excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Mythic Minis 1: Monster Feats © 2013, Legendary Games; Authors Tom Phillips and Jason 
  Nelson.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik 
  Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
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  McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, 
  and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang 
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  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob 
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  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
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