TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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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
  Guardian Sphinx 
   
  This glorious creature is a towering 15 feet tall and 
  resembles a gorgeous, golden-furred lion with shining eagle’s 
  wings and the face of regal woman bearing a serpent-headed 
  crown. She radiates the powers of the ancient pharaohs and 
  opens her mouth to speak with a commanding voice.
  GUARDIAN SPHINX  
   
   
               CR 13/MR 5
  XP 25,600
  LG Huge magical beast
  Init -1; Senses darkvison 60 ft., low-light vision; Perception 
  +27
  DEFENSE
  AC 30, touch 7, flat-footed 30 (-1 Dex, +23 natural, -2 size)
  hp 199 (13d10+128)
  Fort +14, Ref +7, Will +9
  DR 10/epic
  OFFENSE
  Speed 40 ft., fly 60 ft. (poor)
  Melee 2 claws +23 (2d6+18 plus grab/19-20)
  Space 15 ft.; Reach 10 ft.
  Special Attacks conceal object, guardian’s riddle, mirage, 
  mythic power (5/day, surge +1d8), pounce, rake (2 claws +23, 
  2d6+18), roar of the guardian, shape sands 
  Spells Prepared (CL 6th; concentration +11)
       3rd—bestow curse (DC 18), searing light, speak with dead
       2nd—bull’s strength, calm emotions (DC 17), cure 
  moderate wounds, resist energy
       1st—bless, comprehend languages, divine favor, remove 
  fear, shield of faith
       0—detect magic, guidance, purify food and drink, stabilize
  STATISTICS
  Str 35, Dex 8, Con 22, Int 16, Wis 21, Cha 17
  Base Atk +13; CMB +27; CMD 36 (40 vs. trip)
  Feats AlertnessM, Cleave, Flyby Attack, Great Cleave, Hover, 
  Improved CriticalM (claw), Power AttackM
  Skills Fly +3, Intimidate +13, Knowledge (any one) +16, 
  Perception +27, Sense Motive +17, Survival +16
  Languages Common, Draconic, Sphinx
  SQ powerful blows (claw)
  ECOLOGY
  Environment desert
  Organization solitary 
  Treasure double
  SPECIAL ABILITIES
   
  Conceal Object (Su): A guardian sphinx has the 
  power to conceal stationary creatures and objects as long as 
  it remains nearby. A guardian sphinx can conceal a creature 
  or object within 30 feet as a standard action, and can have 
  a total number of creatures or objects concealed in this way 
  at any one time equal to the remaining number of uses of 
  mythic power it possesses. An object concealed this way is 
  invisible, makes no sound, and cannot be detected by scent, 
  blindsight, blindsense, or tremorsense. Even see invisibility 
  and invisibility purge have no effect, although a true seeing 
  spell from a mythic source does allow a concealed creature or 
  object to be seen.
   
  A guardian sphinx can conceal objects of any size or 
  shape using this ability, though it must remain within 120 feet 
  of the creature or object, or the effect ends. A guardian sphinx 
  can suppress or resume this ability as a free action. The effect 
  also ends if the creature or object moves. A building affected 
  in this way can still be seen from the inside. A guardian 
  sphinx can see objects concealed by this ability.
   
  Guardian’s Riddle (Su): By expending one use 
  of mythic power, a guardian sphinx can issue a riddle to an 
  intelligent creature within 60 feet. The creature must succeed 
  on a Will save (DC 21, the saving throw DC is Wisdom-
  based) or be forced to give an answer to the riddle. A creature 
  who answers the riddle incorrectly is imprisoned in an 
  extradimensional maze. This works as the spell maze, except 
  that the affected creature cannot succeed at an attempt to 
  escape for 24 hours and the DC to escape the maze is equal 
  to 20 + the guardian sphinx’s mythic rank (typically DC 25). 
  A creature that succeeds in answering the riddle correctly 
  cannot be affected by this ability or the guardian sphinx’s  
  mirage or roar of the guardian abilities for the next 24 hours. 
  Additionally, during this time, a creature who successfully 
  answered the riddle can see objects and creature concealed 
  by the guardian sphinx’s conceal objects ability. Finally, any 
  creature who succeeds on the riddle automatically overcomes 
  any damage reduction possessed by the guardian sphinx. For 
  information about how to determine if a character answers 
  the riddle correctly, see Sidebar: Riddles by the Numbers.
   
  Mirage (Sp): A guardian sphinx is a master of 
  creating realistic illusions. In order to use this ability, the 
  guardian sphinx must be in a desert area. By expending one 
  use of mythic power, the guardian sphinx can replicate any 
  illusion spell of 5th level or lower as a spell-like ability. The 
  guardian sphinx is treated as having a caster level of 9th for 
  the purposes of this ability, and the saving throw DC, if any, is 
  Wisdom-based.
   
  Powerful Blows (Ex): A guardian sphinx adds 1.5 
  times its Strength modifier to damage rolls made with its 
  claw attacks, instead of the normal amount.
   
  Roar of the Guardian (Su): By expending a single 
  use of mythic power, the guardian sphinx can roar with such 
  force as to cause horrible fear and panic. This creates a 60-
  foot cone of sonic energy which deals 4d8 points of sonic 
  damage to all creatures in the cone. Additionally, creatures 
  caught in the cone must succeed a Fortitude save (DC 22) or 
  suffer 1d4 points of Strength damage, and must also succeed 
  on a Will save (DC 21) or become panicked for 2d4 rounds. 
  This is a mind-affecting sonic effect. The Fortitude saving 
  throw DC is Constitution-based, and the Will saving throw 
  DC is Wisdom-based.
   
  Shape Sands (Su): By expending 1 use of mythic 
  power, the guardian sphinx can shape sand into creatures 
  to serve him. He can shape the sands into various forms, 
  effectively transforming them into any creature which could 
  be summoned using as summon monster V spell. Creatures 
  created this way serve the sphinx as though summoned by 
  the spell summon monster I. These creatures last for 1 minute 
  before returning to sand. In addition to having the normal 
  statistics for the creature they resemble, creatures created 
  by this ability have damage reduction 2/- and are immune to 
  critical hits and precision-based damage. Creatures created 
  this way are always neutral. 
  
  3
  Ecology 
   
  As the name implies, guardian sphinxes are typically 
  granted their mythic status and power in exchange for service 
  as a powerful and unwavering guardian. Most commonly, 
  guardian sphinxes watch over the ancient tombs of powerful 
  sorcerers and pharaohs, ensuring not only that the deceased 
  be allowed to rest in the afterlife without worry for their 
  mortal remains, but also that their secrets and treasures 
  will never again be seen in the mortal world, where they are 
  sure to cause trouble. Guardian sphinxes take this role very 
  seriously and never waiver in their duties, which can lead to 
  conflicts with even the most noble-intentioned of heroes. 
   
  In addition to being of much greater size than a 
  typical sphinx, a guardian sphinx radiates the power and 
  authority of beings far beyond mortal ken. Whether this is 
  an aspect of the sphinxes themselves, or a manifestation of 
  the ghosts of the pharaohs and ancient forces which bestow 
  their power on these exceptional sphinxes, is a matter of 
  some debate. To those who have fortune to meet a guardian 
  sphinx, it can be obvious why this might be the case, as the 
  grace and intellect of these creatures is truly inspiring. Their 
  tremendous power is tempered by the wisdom of long ages 
  and a perfect devotion to their duties. Normally friendly and 
  helpful creatures, a guardian sphinx never attacks without 
  provocation or command from forces greater than itself, 
  and it prefers to handle interlopers by calmly explaining to 
  them that it is in their best interests to walk away. Guardian 
  sphinxes enjoy games and riddles to an extent even greater 
  than their brethren, and though they can weave powerful and 
  deadly magics into their riddles, they often find that doing so 
  makes it difficult to match wits with other clever beings over 
  long periods of time and thus restrict their magical riddles to 
  battles and other dire situations.
   
  Guardian sphinxes have a number of incredibly 
  potent abilities which allow them to defend their charges 
  with expertise. The first defense most often employed is to 
  render their charge imperceptible to the outside world. They 
  can hide even large tombs and pyramids from all those who 
  cannot answer their riddles or slay the sphinx. Unfortunately, 
  doing so prevents the sphinx from traveling far, which means 
  that would-be robbers often know a guardian sphinx means 
  there is great treasure not far off. In addition to this potent 
  ability, however, the guardian sphinx can use its famed 
  riddles to imprison tomb robbers in another dimension, 
  summon beasts made of sand to crush its foes, and produce 
  illusions of almost any kind.
  
  4
  Nile Sphinx
   
  The mighty structure before you is nearly as large as 
  the great pyramid it stands guard over. It is made from ancient 
  bricks and resembles a typical sphinx in every respect, truly a 
  perfect carving worn with time. The sand trembles as it rises 
  to its feet, and the very world shakes when it unleashes its 
  dreadful roar.
  NILE SPHINX   
   
   
              CR 16/MR 6
  XP 76,800
  N Colossal construct 
  Init -4; Senses darkvison 60 ft., low-light vision, true seeing; 
  Perception +22
  DEFENSE
  AC 31, touch 2, flat-footed 31 (+29 natural, –8 size)
  hp 206 (12d10+140)
  Fort +4, Ref +4, Will +10
  Defensive Abilities fortification; DR 10/epic; Immunities 
  construct traits 
  OFFENSE
  Speed 60 ft.
  Melee 2 claws +24 (4d6+30 plus grab/19–20)
  Space 30 ft.; Reach 30 ft.
  Special Attacks: halt time, mythic power (7/day, surge +1d8), 
  pounce, rake (2 claws +28, 4d6+30), riddle of doom, speed up 
  time, symbols 
  Spell-Like Abilities (CL 20th)
       Constant—comprehend languages, detect magic, read 
  magic, true seeing
  STATISTICS
  Str 50, Dex 11, Con —, Int 10, Wis 19, Cha 19
  Base Atk +12; CMB +40 (+44 grapple); CMD 50 (54 vs. trip)
  Feats AlertnessM, CleaveM, Improved Critical (claw), 
  Improved Initiative, Iron Will, Power AttackM 
  Skills Perception +22, Sense Motive +22 
  Languages Common, Draconic, Sphinx; comprehend 
  languages
  SQ powerful blows (claw), recovery
  ECOLOGY
  Environment desert
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Fortification (Ex): A Nile sphinx has an 50% chance 
  to treat any critical hit or sneak attack as a normal hit, as if 
  wearing moderate fortification armor.
   
  Halt Time (Su): A Nile sphinx has the ability to 
  temporarily stop time in a localized area. As a standard 
  action, a Nile sphinx can halt time by expending one use 
  of mythic power. During this time, the Nile sphinx and a 
  number of creatures within 30 feet that it designates can take 
  1d3 rounds’ worth of actions. The Nile sphinx can affect a 
  number of creatures in this way, including itself, equal to its 
  mythic rank, each time it uses this ability. Affected creatures 
  act in initiative order, one rounds’ worth of actions at a time. 
  A Nile sphinx can only use this ability once per day.
   
  Powerful Blows (Ex): A Nile sphinx adds 1.5 times 
  its Strength modifier to damage rolls made with its claw 
  attacks, instead of the normal amount.
   
  Recovery (Su): A Nile sphinx can expend one use of 
  mythic power to recover 50 hit points. A Nile sphinx can use 
  this ability once per minute.
   
  Riddle of Doom (Su): As a standard action, by 
  expending one use of mythic power, a Nile sphinx can speak 
  a dread riddle to a single creature within 30 feet. Unless the 
  target succeeds on a Will save (DC 20) he must answer the 
  beast’s riddle. A creature who answers incorrectly is driven 
  insane, as though by the spell insanity. A creature who 
  successfully answers the riddle ignores the Nile sphinx’s 
  damage reduction for 1 minute, instead. The saving throw DC 
  is Wisdom-based.
   
  Speed up Time (Su): A Nile sphinx can speed up 
  time for a single creature. As a standard action, the Nile 
  sphinx can expend one use of mythic power in order to force a 
  single living creature within 100 feet to succeed on a Fortitude 
  save (DC 20) or age 2d100 years. Creatures that die in this way 
  are not considered to have died of old age for the purposes of 
  resurrection magic. The saving throw DC is Wisdom-based.
   
  Symbols (Sp): A Nile sphinx is marked with magical 
  symbols which it can activate to replicate the effects of a 
  symbol of fear (DC 20), symbol of pain (DC 19), symbol of 
  persuasion (DC 20), symbol of sleep (DC 19), or symbol of 
  stunning (DC 21). A Nile sphinx can only have one symbol 
  active at any given time. The symbols on a Nile sphinx affect 
  all creatures who can clearly see the symbol and who are 
  within 30 feet of the Nile sphinx. Activating a symbol is a 
  swift action which the Nile sphinx can perform once each 
  round. 
  Ecology
   
  Very rarely are these behemoths created, and their 
  sole purpose is to serve as the guardians of the most sacred 
  places of ancient kingdoms and elder gods. Built from the 
  stone beneath the river of the underworld, these titans can 
  withstand millennia without ever feeling the effects of time. 
  Normally, these terrible beasts exist as silent monuments to 
  the powers of the ancients, standing a silent vigil over their 
  wards. It is only through the intervention of the oldest and 
  most potent magics known only to the gods of the Nile that 
  they can be brought to life.
   
  When animated, these monsters have only one 
  purpose: to destroy any who threaten the old kingdom. 
  They unleash the full brunt of their exceptional strength 
  and powerful minds to shatter their foes. Few mortals can 
  stand to hear one of their riddles, lest they be damned by 
  its magic. Those who can are often doomed all the same by 
  the giant beast’s extreme strength. For those who can stand 
  toe-to-toe with the beast, they must contend with the Nile 
  sphinx’s limited mastery over time in order to have any hope 
  of escaping. Fortunately, Nile sphinxes are not only rare, but 
  only remain active for short times. 
   
  Though not a true sphinx, as it is not truly alive, a 
  Nile sphinx does share the personality and mind of a typical 
  gynosphinx and is subject to many of the same avarices and 
  pitfalls. Despite its great size and power, a Nile sphinx is 
  actually less intelligent than most sphinxes; though it has a 
  great deal of wisdom and personal magnetism to make up 
  
  5
  for this, it is a startlingly inferior riddle-maker and if one 
  can encounter a Nile sphinx who is not fully committed 
  to wanton slaughter, one can usually gain the upper hand 
  through a simple game of riddles. As an additional curiosity, 
  though the Nile sphinx is the most powerful of sphinx 
  guardians, they are passive and rarely stop anyone from 
  taking the treasure concealed within the nearby pyramids, 
  leading to the question of just what they are guarding. 
  Sidebar - Riddles By the Numbers
   
  Riddles can be one of the most difficult things to adjudicate at the game table. We all want to use fun and flavorful 
  riddles and puzzles in order to challenge the minds and bodies of the characters in the game. Unfortunately, some players are 
  very good at riddles and mind games, while other are not so strongly suited to solving riddles. Often, the real-life skill sets of 
  players don’t match up with the skills their characters are supposed to have. This has the potential to ruin the suspension of 
  disbelief; after all, an intellectual wizard or wise priest should be more skilled at answering brain twisters than a murderous 
  barbarian with no mental power to speak of. Not to mention that sometimes, as GMs, we lack the brain power to invent 
  riddles which might be used to befuddle our very clever friends. If that sounds like your group, don’t worry: you can still utilize 
  these excellent sphinxes with riddle-based abilities, and even employ riddles and mind games elsewhere in your game. 
   
  To that end, we offer a simple means to break down a riddle into a simple, by-the-numbers mechanical expression. 
  The character telling the riddle makes his choice of an Intelligence or Wisdom check. This roll should never be public and 
  should always be made by the GM. The answering character then makes an opposed check, either Intelligence or Wisdom 
  (their choice). If the result of the answering character’s check exceeds the result of the asking character’s check, he can 
  successfully answer the riddle. If not, then the riddle has stumped the character. 
   
  Is that too simple for you? Why not try one of the alternative suggestions below?
   
  Involving Skills: By involving specific skills, you can make it feel like answering riddles draws upon a character’s 
  education and acquired knowledge, and not just on his innate talent. Any Knowledge skill might be used to frame a riddle 
  in this way. The asking character and the answering character each make opposed Knowledge checks, with the character 
  achieving the higher result gaining a +4 bonus on the opposed ability check. Sometimes other skills might be more realistic 
  than a given Knowledge skill; for example, a riddle involving potions might use Craft (alchemy), while a riddle involving 
  knowledge of anatomy might use Heal instead. 
   
  Another way to involve skills would be to try to frame the riddle (or the answer!) in a clever way in order to trick the 
  other party. In order to do this, the party attempting to outwit the other makes a Bluff check, which is opposed by the other 
  character’s Sense Motive check, with the character achieving the higher result gaining a +4 bonus on the opposed ability 
  check. Other skills could be applied in similar ways: Intimidate could be used to make the answerer off-balance and interrupt 
  his ability to focus on the riddle, for example. Each party can choose to attempt up to 3 skill checks in this way during an 
  exchange of riddles, but the bonuses gained in this way should not exceed +10.
   
  Sample Riddles: Of course, breaking a riddle down into a series of rolls also hurts the suspension of disbelief, but it 
  can be difficult to come up with riddles on the spot. Luckily, there are a large collection of riddles and mind twisters available 
  from a wide variety of sources, which you can borrow for your game. A few common riddles are presented here.
   
  Q:  I can run but not walk. Wherever I go, thought follows close behind. What am I?
   
  A:  A nose
   
  Q:  Give me food, and I will live; give me water, and I will die. What am I?
   
  A:  Fire
   
  Q:  The man who invented it doesn’t want it. The man who bought it doesn’t need it. The man who  needs it doesn’t 
  know it. What is it?
   
  A:  A coffin
   
  Q:  I can be cracked, I can be made. I can be told, I can be played. What am I?
   
  A:  A joke
   
  Q:  Throw me off the highest building, and I’ll not break. But put me in the ocean, and I will. What  am I?
   
  A:  A wave
   
  Q:  I run over fields and woods all day. Under the bed at night I sit not alone. My tongue hangs out,  up and to the 
  rear, waiting to be filled in the morning. What am I?
   
  A:  A shoe
   
  Q:  A certain crime is punishable if attempted, but not punishable if committed. What is it?
   
  A:  Suicide
  
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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, 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 
   
  END OF LICENSE 
  
  Paragons of Wisdom and Might!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Sphinxes.pdf