1st — harder to kill, villainous power, villainous surge +1d6, mythic feat
2nd — villainous initiative
3rd — villainous recovery, mythic feat
4th — villain path ability,* villainous surge +1d8
5th — villainous saves, mythic feat
6th — triumph of the will
7th — villain path ability*, villainous surge +1d10, mythic feat
8th — never defeated
9th — back from the grave, mythic feat
10th — ultimate villain, villain path ability*, villainous surge +1d12
Ability Score: At every mythic tier, you gain a +1 to two different ability scores of your choosing.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Villainous Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of Villainous power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is a free action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
A mythic Villain also gains a pool of surge uses equal to half of their character level. (Round up) Essentially, this is a number of ‘free’ uses of mythic the character can use only for the purpose of activating surge. If facing mythic opponents, they gain 2 mythic points for each mythic opponent they face. These go away one minute after combat.
Harder to Kill (Ex): Whenever the villain is below 0 hit points, it automatically stabilizes without needing to attempt a Constitution check. If the villain has an ability that allows it to act while below 0 hit points, it still loses hit points for taking actions, as specified by that ability. Bleed damage still causes the villain to lose hit points when below 0 hit points. In addition, the villain does not die until its total number of negative hit points is equal to or greater than double the total of its Constitution score plus its mythic rank or tier.
Villanous Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional swift action during that turn. You can’t gain an extra action in this way more than once per round.
At 6th tier, you can gain a standard action instead of a swift action.
Villainous Recovery (Ex): The villain gains Heroic Recovery as a bonus feat, and it can use this feat more than once per day by expending one use of its mythic power with each additional use. If the villain rests for 1 hour, it can expend one use of its mythic power to regain a number of hit points equal to one-half its full hit points and regain the use of any non-mythic special abilities that have a limited number of uses per day. This is treated as 8 hours of rest. If the villain rests for 8 hours, it can expend two uses of its mythic power to restore itself to full hit points.
Villainous Saving Throws (Ex): At 5th tier, whenever you roll a saving throw against a spell or special ability, you roll 2d20 and take the best as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks).
Triumph of the Will (Ex): A villain can exert its will to force events to unfold according to its
grand design by expending one use of mythic power to reroll a die roll it has just made or to force a non-mythic creature to reroll a die roll it just made. The result of the second roll must be accepted even if worse. If the villain is in combat and faces more mythic opponents than he has mythic allies, he can use this ability as a free action rather than an immediate action, and he can apply the difference as a bonus to his own reroll or as a penalty to the reroll of an opponent. He can also attempt to use this ability against a mythic opponent whose mythic rank or tier is lower than his own by rolling 1d20 and adding its Hit Dice plus its mythic rank or tier, plus the number by which the villain’s mythic opponents outnumber his mythic allies, against a DC equal to 15 plus the opponent’s Hit Dice and its mythic rank or tier. The villain can use this ability after the results are revealed.
Never Defeated (Ex): The villain can expend one use of its mythic power as a free action
to immediately end any one of the following conditions currently affecting it: bleed, blind,
confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued,
frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. If the
villain is in combat and facing more mythic opponents than she has mythic allies, she can
instead spend two uses of her mythic power to remove a number of effects equal to the number by which her mythic opponents outnumber her mythic allies. The villain decides which effect(s) to remove; other conditions remain, even if they came from the same spell or effect that caused the selected condition(s). The villain can use this ability at the beginning of its turn even if it would normally be incapable of taking actions.
Back from the Grave (Su): If the villain is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When the villain returns to life, it regains one-half of its hit points and its daily uses of mythic power but is not treated as if it had rested for the purpose of regaining spells or other abilities that recharge with rest until it has actually rested (including using the villainous recovery ability). This ability doesn’t apply if the villain is killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a nonmythic creature wielding a weapon capable of bypassing epic damage reduction. This does not include a paladin’s smite evil ability. If the villain has 10 mythic ranks or tiers, it can be killed only by a coup de grace or critical hit made with an artifact.
Ultimate Villain (Su): Upon reaching mythic rank 10, the villain regains uses of mythic power at a rate of one use per hour, in addition to completely refreshing its uses each day. In addition, whenever the villain expends uses of its mythic power it can make an Intimidate check to demoralize an opponent within line of sight as a free action, with a +10 bonus if the opponent is not a mythic creature. If the Intimidate check exceeds the DC by at least 10, the severity of the fear caused is increased as follows: DC +10, frightened; DC +20, panicked; DC +30, cowering. The villain can overcome immunity to fear in non-mythic creatures by exceeding the DC by 10 and in mythic creatures by exceeding the DC by 20. This increase stacks with the above-listed increases for each category of fear.