Negative Energy Focus (Su)
If a mythic vampire begins its turn in an area of direct sunlight, it is nauseated (rather than staggered), takes 10 points of damage, and loses its fast healing ability for that round. The vampireis still destroyed on the second round. At higher ranks, it can overcome or ignore other vampire weaknesses or aversions, as follows: garlic (4th rank), mirrors and holy symbols (6th rank), invitation (8th rank), running water (10th rank).
As an immediate action, a mythic vampire can expend one use of mythic power to grow claws on its hands, allowing it to make claw attacks or slam attacks. The claw attacks deal the same damage as its slams (including energy drain) plus 1d6 points of bleed damage.
The claws last for 1 hour or until dismissed by the vampire as a free action.
At 3rd rank, a mythic vampire’s channel resistance increases to +8. At 6th rank, it increases to +12. At 9th rank, it increases to +16.
At 4th rank, a mythic vampire can use its children of the night ability to call forth bat swarms, rat swarms, or wolves once per hour instead of once per day. Once per day, the mythic vampire can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. At 7th rank, once per day the mythic vampire can use children of the night to call forth 1d6 wraiths or mohrgs.
At 5th rank, a mythic vampire can summon and sculpt mist into realistic shapes as the major 220 image spell. A shape created in this way lasts for as long as the mythic vampire can see and concentrate upon it. In areas of particularly dense mist, this ability functions as mirage arcana instead of major image.
At 6th rank, as a standard action a mythic vampire can see, hear, and speak through the body of a creature it has dominated. The mythic vampire can use this ability indefinitely on one creature at a time, as long as it and the creature under its control remain on the same plane. A mythic vampire using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.
At 7th rank, a mythic vampire can expend one use of mythic power as an immediate action to gain a f ly speed equal to double its base speed (perfect maneuverability) for 1 hour. When it activates this ability, the vampire chooses whether to manifest bat-like wings or to float unnaturally. If it manifests wings, it gains a bonus on Intimidate checks equal to its rank. If it chooses to float, it gains a bonus on Stealth checks equal to its rank.
At 8th rank, a mythic vampire can expend one use of mythic power when using create spawn to cause the victim to rise as undead in 1 hour instead of 1d4 days. The mythic vampire can expend two uses of mythic power when using create spawn to create a mythic vampire instead of a vampire spawn or non-mythic vampire.
At 9th rank, a mythic vampire can expend two uses of mythic power as a standard action to drain blood from all creatures within 30 feet. Each creature must succeed at a Fortitude saving throw (DC 10 + 1/2 the vampire’s HD + the vampire’s Cha modifier) or be affected by the vampire’s blood drain ability. The mythic vampire gains the normal benefits of all blood drained in this manner.
At 10th rank, a mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour. The mythic vampire’scan see through this darkness.
|Base Vampire’s CR||Mythic Rank||Mythic Abilities|
|4–5||2nd||Negative energy focus, overcome weakness (sunlight), scabrous claws|
|6–7||3rd||Channel resistance +8|
|8–9||4th||Children of the eclipse (ghouls or shadows), overcome weakness (garlic)|
|12–13||6th||Channel resistance +12, mastermind, overcome weakness (mirrors and holy symbols), telekinesis|
|14–15||7th||Children of the eclipse (wraiths or mohrgs), flight|
|16–17||8th||Create mythic spawn, overcome weakness (invitation)|
|18–19||9th||Blood omen, channel resistance||+16|
|20+||10th||Eclipse, overcome weakness (running water)|