TEXT: mythic mastery
  Alex Riggs, Joshua Zaback
  Mythic Erinyes and 
  Horned Devils
  
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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 Erinyes
  	
  This	angelic	figure’s	black	wings	and	halo	of	darkness	
  mark	it	as	no	ally	of	the	heavens.
  MYTHIC ERINYES 
    
   
              CR 10/MR 4
  XP 9,600
  LE Medium outsider (devil, evil, exraplanar, lawful)
  Init +8; Senses darkvision 60 ft., see in darkness, true	seeing; 
  Perception +16
  Aura painful truth aura (60 ft., DC 19)
  DEFENSE
  AC 29, touch 19, flat-footed 20 (+8 Dex, +1 dodge, +10 
  natural)
  hp 134 (9d10+85)
  Fort +11, Ref +14, Will +7
  Defensive Abilities block attacks; DR 5/epic and good; 
  Immune fire, poison; Resist acid 10, cold 10; SR 23
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee +1	longsword	+15/+10 (1d8+8/19–20)
  Ranged +1	flaming	composite	longbow +16/+16/+11 (1d8+6/x3 
  plus 1d6 fire) or rope +17 touch (entangle)
  Special Attacks mythic power (4/day, surge +1d8)
  Spell-Like Abilities (CL 12th, concentration +17)
       Constant—true	seeing
       At will—fear	(single target, DC 19), greater	teleport (self 
  plus 50 lbs. of objects only), minor	image (DC 17), unholy	
  blight (DC 19)
       1/day—summon (level 3, 2 bearded devils, 50%)
  STATISTICS
  Str 20, Dex 27, Con 21, Int 14, Wis 18, Cha 21
  Base Atk +9; CMB +14; CMD 33
  Feats Combat Reflexes, Deadly Aim, DodgeB, MobilityB, 
  Point-Blank Shot, Precise ShotB, Rapid Shot, Shot on the Run
  Skills Acrobatics +20. Bluff +17, Diplomacy +14, Escape 
  Artist +14, Fly +21, Intimidate +17, Knowledge (planes) +8, 
  Knowledge (religion) +8, Perception +16, Sense Motive +10, 
  Stealth +17
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  SQ torture beyond death, torture master
  ECOLOGY
  Environment any (Hell)
  Organization solitary or trio
  Treasure triple (+1	longsword, +1	flaming	composite	longbow	
  [+5 Str bonus], rope, other treasure)
  SPECIAL ABILITIES
   
  Entangle (Su): Each mythic erinyes carries a 
  50-foot-long rope that entangles opponents of any size as an 
  animate	rope spell (CL 16th, DC 22). A mythic erinyes can 
  hurl its rope 30 feet with no range penalty. A mythic erinyes’s 
  rope is particularly strong and durable, with AC 14, hardness 
  5, and 20 hit points. A DC 27 Strength check is required to 
  burst it. A mythic erinyes’s rope functions only for the erinyes 
  who made it and no other. The save DC is Dexterity-based.
   
  Painful Truth Aura (Su): Any creature that 
  knowingly tells a lie within 60 feet of a mythic erinyes 
  immediately suffers 3d6 points of damage for each such lie 
  that he tells, and must then immediately succeed on a Will 
  save (DC 19) or be compelled to correct the lie with the truth, 
  instead. This is a pain effect, and the compulsion is a mind-
  affecting effect. The saving throw DC is Charisma-based.
   
  Torture Beyond Death (Su): A mythic erinyes is 
  capable of inflicting tortures that persist even beyond death. 
  Whenever the mythic erinyes kills a creature, she can expend 
  one use of mythic power to condemn that creature’s soul to 
  unimaginable torments in Hell. This has no impact on the 
  creature’s ability to be returned to life, but if the creature 
  is ever returned to life, he is affected as though by a geas/
  quest	spell, which lasts for up to 12 days after the creature has 
  been returned to life. The mythic erinyes must determine the 
  nature of the geas/quest when this ability is used, and cannot 
  change it later without travelling to Hell where the target’s 
  soul is being tortured. 
   
  Torture Master (Su): If damage inflicted by a 
  mythic erinyes would cause a creature to fall unconscious 
  or die, the mythic erinyes can choose to have the creature 
  remain alive and conscious, but helpless, instead. This can 
  allow the creature to remain alive even if it should otherwise 
  be dead. If the target suffers even a single point of damage 
  while this ability is the only thing keeping him alive (unless 
  that damage is from a mythic erinyes who chooses to use 
  this ability), he dies immediately. If the creature’s hit points 
  are restored to the point where he would no longer be dead 
  or unconscious, he ceases being helpless. A creature made 
  helpless in this way can still speak, but cannot take any other 
  action. By spending 1 hour torturing a creature affected by 
  this ability, the mythic erinyes can affect him as though with 
  the spell suggestion, and by spending 1 week torturing a 
  creature affected by this ability, the mythic erinyes can affect 
  him as though with the spell geas/quest. Her caster level for 
  these effects is the same as her caster level for her spell-like 
  abilities, and the saving throw DCs are Charisma-based, 
  although the target suffers a –4 penalty.
  Ecology
   
  There are several paths that can lead to the creation 
  of a mythic erinyes. As with all mythic devils, one possibility 
  is that a powerful mythic devil, one of the infernal dukes or 
  higher in the hellish hierarchy, may imbue mythic power 
  on an erinyes that gains its favor, although this is rare. 
  Since many erinyes were once angels, a mythic angel that 
  falls and becomes an erinyes will often (but not always) 
  retain its mythic power, becoming a mythic erinyes after its 
  transformation. The most common way for these devils to 
  attain mythic status, however, is for them to extract mythic 
  essence from one of their victims. By flaying a mythic 
  creature to the bone, the mythic erinyes can draw out some of 
  its mythic power, stealing it for themselves.
   
  While all erinyes are accomplished torturers, mythic 
  erinyes elevate this art to a new level. Their ability to not 
  only extract information but to break their victims and 
  render them obedient is well-respected in Hell, and they 
  are generally given the sort of status one might expect for 
  a celebrity artist, being courted by wealthy and powerful 
  patrons in the infernal hierarchy, who offer to provide them 
  with state-of-the-art dungeons and equipment, as well as 
  plenty of poor souls to practice on, if the mythic erinyes will 
  work for them.
  
  3
  Mythic Horned Devil
  	
  The	very	picture	of	infernal	might	and	majesty,	
  this	creature	embodies	everything	one	thinks	of	when	one	
  imagines	a	devil.	Its	muscular	body	is	covered	with	red,	
  slightly	scaly	skin.	Its	massive	bat-like	wings	unfurl	behind	it,	
  and	a	spiny,	pointed	tail	emerges	from	behind	its	body,	waving	
  menacingly	in	the	air	alongside	the	black,	spiked	chain	it	
  wields	in	its	clawed	hands.
  MYTHIC HORNED DEVIL 
    
              CR 20/MR 8
  XP 307,200
  LE Large outsider (devil, evil, exraplanar, lawful)
  Init +8/–12; dual initiative; Senses darkvision 60 ft., see in 
  darkness; Perception +24
  Aura infernal terror aura (10 ft., DC 23)
  DEFENSE
  AC 43, touch 17, flat-footed 35 (+8 Dex, +26 natural, –1 size)
  hp 297 (15d10+215); regeneration 5 (good weapons, good 
  spells)
  Fort +18, Ref +17, Will +13
  Defensive Abilities block attacks; DR 10/epic and good and 
  silver; Immune fire, poison; Resist acid 10, cold 10; SR 35
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee +1	shocking	unholy	spiked	chain	+30/+25/+20 (2d6+15 
  plus 1d6 electricity plus stun), bite +26 (2d8+7 plus infernal 
  wound), tail +26 (2d6+21 plus infernal wound) or 2 claws +28 
  (2d6+14 plus infernal wound), bite +28 (2d8+14 plus infernal 
  wound), tail +26 (2d6+21 plus infernal wound)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dominating chain (DC 25), mythic power 
  (8/day, surge +1d10), soul lash
  Spell-Like Abilities (CL 16th, concentration +22)
       At will—dispel	chaos	(DC 21), dispel	good	(DC 21), magic 
  circle	against	good, greater	teleport	(self plus 50 lbs. of 
  objects only), persistent	image (DC 21)
       3/day—fireball (DC 19), lightning	bolt (DC 19)
       1/day—summon (level 6, 3 barbed devils, 35%)
  STATISTICS
  Str 39, Dex 27, Con 28, Int 14, Wis 22, Cha 23
  Base Atk +15; CMB +30; CMD 48
  Feats Improved Bull Rush, Improved SunderM, Improved 
  Vital Strike, Iron WillM, Multiattack, Power AttackM, Vital 
  StrikeM, Weapon Focus (spiked chain)
  Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, 
  Knowledge (planes) +20, Perception +24, Sense Motive +21, 
  Spellcraft +20, Stealth +22
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  SQ powerful blows (tail)
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or wing (3–10)
  Treasure standard (+1	shocking	unholy	spiked	chain, other 
  treasure)
  SPECIAL ABILITIES
   
  Dominating Chain (Sp): As a full-round action, 
  a mythic horned devil can make a single attack with his 
  spiked chain at his full base attack bonus. If the attack hits, 
  it deals damage as normal, and the chain wraps around the 
  target’s throat. No combat maneuver check is required to 
  wrap the chain around the target’s throat, and immunity to 
  being grappled, or similar effects, does not interfere with this 
  ability. Creatures without throats have a similar part of their 
  anatomy affected.
   
  A creature with the chain wrapped around her 
  throat must succeed on a Will save (DC 25) or be affected as 
  though by the spell dominate	monster for as long as the chain 
  remains wrapped around her throat. If the creature succeeds 
  on her saving throw, the chain constricts around her throat, 
  preventing her from breathing, and automatically reducing 
  the number of rounds for which the creature can hold her 
  breath by 1d4 each round. If this reduces the remaining time 
  that the creature can hold her breath to 0 rounds or fewer, 
  the DCs of her suffocation checks increase by +2. At any time 
  while this is occurring, the creature can willingly choose to 
  accept mental domination, in which case she is affected by 
  dominate	monster	and the suffocation ends.
   
  A creature that is currently being suffocated by the 
  chain can attempt to break free with a successful combat 
  maneuver check or Escape Artist check (DC equal to the 
  mythic horned devil’s CMD). As long as the chain remains 
  wrapped around a creature’s neck, the mythic horned devil 
  must hold the chain with both hands, preventing it from 
  making attacks with the chain or its claw attacks.
   
  Infernal Terror Aura (Su): Mythic horned devils 
  are awesome and terrifying sights to behold, and strike terror 
  into the hearts of their foes. Whenever an enemy moves 
  within 10 feet of the mythic horned devil, or begins her turn 
  within this area, that creature must succeed on a Will save 
  (DC 23) or become panicked for as long as she remains within 
  the aura’s area, and for 16 rounds thereafter. Non-mythic 
  creatures are shaken for the same duration even if they 
  succeed on their saving throw. A creature that fails her Will 
  save by 5 or more is paralyzed with fear for 1d4 rounds, and 
  then suffers the normal penalties of failure. This is a mind-
  affecting fear effect. The saving throw DC is Charisma-based.
   
  Additionally, as a swift action, the mythic horned 
  devil can expend 1 use of mythic power and focus on its 
  infernal terror aura, greatly increasing its effect. This 
  increases the saving throw DC t0 27 and the range of the aura 
  to 20 feet, and allows creatures that are normally immune 
  to fear to be affected by the ability. These benefits last for 
  1 round, but creatures that are affected by the aura during 
  that round are affected for the normal duration, even if they 
  would normally be immune.
   
  Infernal Wound (Su): The damage a mythic horned 
  devil deals with its claws, bite, or tail causes persistent 
  wounds that deal bleed damage (1d6 for the claws and bite, 
  2d6 for the tail). Bleeding caused in this way is difficult 
  to staunch—only a mythic creature can successfully stop 
  it by mundane means, and even then a DC 30 Heal check 
  is required to do so. Magical attempts to heal a creature 
  suffering from an infernal wound fail unless the caster 
  succeeds on a special caster level check (1d20 + caster level + 
  mythic tier), with a DC of 34. Success indicates the healing 
  works normally and stops all bleed effects.
   
  Soul Lash (Su): As a full-round action, a mythic 
  horned devil can expend 1 use of mythic power in order to 
  
  4
  infuse its spiked chain with infernal energy, allowing him 
  to strike the target’s soul, as well as her body. If he does so, 
  he may make a single attack with the spiked chain at his 
  full base attack bonus. If the attack hits, it deals damage as 
  normal, and inflicts 1d3 permanent negative levels on the 
  target. Alternatively, he can speak a single command, of up 
  to 25 words, as he strikes, which can be anything the mythic 
  horned devil desires, other than for the target to kill herself 
  or for the target to kill the horned devil. If it does so, then the 
  number of permanent negative levels inflicted by this ability 
  increases to 2d4, but the negative levels vanish immediately 
  if the target performs the stated command. The target 
  intrinsically understands this to be the case, and knows that 
  following the spoken command will remove the negative 
  levels.
   
  Whether the mythic horned devil chooses to offer a 
  command or not, negative levels inflicted by this ability don’t 
  stack with each other. Any attempts to remove these negative 
  levels magically fail unless the caster succeeds on a special 
  caster level check (1d20 + caster level + mythic tier; DC 34).
   
  Stun (Su): Whenever a mythic horned devil hits 
  with a spiked chain attack, the opponent must succeed on 
  a DC 31 Fortitude save or be stunned for 1d4 rounds. This 
  ability is a function of the horned devil, not of the spiked 
  chain. The save DC is Strength-based.
  Ecology
   
  Even the least horned devils are said to be worth 
  entire legions of Hell’s lesser devils, and mythic horned devils 
  are said to be worth an entire army of their non-mythic kin. 
  As a result, mythic horned devils serve as special agents to 
  the mightiest powers in Hell, and are called on to deal with 
  the most dangerous and difficult missions, which are too 
  important to be left even in the hands of non-mythic horned 
  devils, but which are too dangerous for any pit fiend or other 
  powerful devil to be willing to take. Mythic horned devils 
  who do well in handling these matters vital to Hell’s interests 
  are rewarded handsomely, and many come to hold ranks 
  equal to, or sometimes even greater than, pit fiends, which 
  has led to something of a rivalry between the two groups.
   
  With a few rare exceptions, there is only one way for 
  a mythic horned devil to be created. Once every 1,000 years, 
  there is a grand tournament held amongst the most elite 
  of the malebranche, themselves an elite subset of horned 
  devils. These best of the best of hell’s soldiers battle one 
  another in a tournament with complex and byzantine rules. 
  While battles are fought to the death, the winner is scored 
  based on how the fight went, and this score determines how 
  they advance. Different routes involve fights with different 
  odds or handicaps, such as fighting three opponents at 
  once, or having one’s limb severed before a fight, and while 
  it is sometimes better to score higher, it is often more 
  advantageous to score lower, or in a specific range in the 
  middle. As such, it takes both great combat prowess and 
  savvy manipulation to do well. Almost all who compete are 
  slain, and those who lose and survive generally face fates 
  worse than death, but the lone champion of the tournament 
  is infused with the power from all those who lost, and 
  ascends to join the ranks of the mythic horned devils.
  Summoning Rituals
   
  While most devils can be summoned with a 
  simple planar	binding	spell, mythic devils are exceptional 
  and require an alternative means of summoning. That 
  said, in some ways summoning a mythic devil is far easier 
  than casting planar	binding, in that it doesn’t require any 
  special skills or talent in magic, merely a desire to summon 
  the creature and the ability to acquire certain objects 
  and perform a special ritual. The ritual of summoning a 
  mythic devil is always complex, obscure, and unique to the 
  type of devil being summoned; for instance, the ritual for 
  summoning a mythic cornugon won’t allow a prospective 
  summoner to summon a mythic imp, instead. 
   
  In addition to being divorced from actual 
  spellcasting, summoning a mythic devil in this fashion is 
  incredibly dangerous and may offer the summoner little in 
  the way of protection against the creature she summoned. 
  Of course, certain measures can be taken to help ensure the 
  safety of the summoner, such as a magic	circle	against	evil	
  spell, or even thick walls or iron bars between the summoner 
  and the summoned creature. 
   
  Performing a ritual of this type requires great skill 
  to do correctly, and the results can be disastrous for those 
  who are unprepared. In order to perform a ritual, it must first 
  be researched; this requires a successful Knowledge check. 
  The exact type of skill check and the DC associated with 
  that check are described in the ritual. Attempting to learn 
  a ritual in this fashion can be attempted once, and if the 
  check is a failure, the check cannot be attempted again until 
  the character gains an additional rank in the appropriate 
  Knowledge skill. 
   
  Once the ritual is learned, the would-be summoner 
  must perform certain steps and acquire certain items in 
  order to perform the ritual, culminating in one or more skill 
  checks in order to determine if the creature is summoned. If 
  it is, then the summoner must make one or more additional 
  skill checks, as outlined in the ritual’s description, in order 
  to safely bind the summoned creature and prevent it from 
  escaping or attacking her. Success or failure on this check 
  can have additional consequences, outlined in the ritual’s 
  description. Finally, if the summoner successfully binds the 
  summoned creature, she can attempt one or more additional 
  skill checks in order to gain command over the summoned 
  creature. The exact nature of this control varies from one 
  ritual to another.
   
  Many mythic devils have more than one ritual which 
  can be used to summon them. The rituals presented below 
  are merely samples of some of the ways that mythic erinyes 
  and cornugons can be summoned.
  Reading a Ritual
   
  These rituals are all formatted the same way, as 
  described below.
  Ritual Name: This is the name of the ritual. The same ritual 
  is often called by different names, and these names can 
  change when being used in the game.
  Research: This lists the appropriate skill or skills required to 
  
  5
  learn the ritual, and the DCs that must be achieved in order 
  to do so.
  Material Components: If a ritual requires components 
  that are costly or difficult to acquire, they will be listed here. 
  Components not listed here are assumed to be acquirable 
  with one hour of shopping in any settlement with a gp limit 
  of 100 gp or more, and cost a total of 25 gp.
  Description: A brief, flavorful description of how to perform 
  the ritual 
  Time: The amount of time required to perform the ritual
  Summoning: This lists the required skill check and the DC 
  to successfully summon the creature. It also lists the type 
  of creature that is summoned by the ritual, as well as any 
  consequences of failing to summon the creature.
  Binding: This lists the required skill check and DC to gain 
  some measure of control over the summoned creature, 
  and prevent it from escaping or attacking the summoner 
  immediately. This section will contain any special 
  information about how the summoned creature acts if the 
  binding fails, and what the summoner can do if it succeeds.
  Command: This lists the required skill check and DC for 
  the summoner to gain greater control over the summoned 
  creature. The exact nature of this control, as well as how long 
  it lasts, is described here.
  Black Crown’s Calling
  Research: The summoner must succeed on a Knowledge 
  (planes) check (DC 35) and a Profession (barrister) check 
  (DC 25) to learn this ritual. Doing so requires access to 
  a library with information about infernal subjects, and 
  generally requires at least 1 month of research.
  Material Components: A crown or similar symbol of 
  authority, which must be the legitimate symbol of office for 
  an actual monarch or government official (although it can 
  be acquired by illegitimate means), 5 gallons of goat’s blood, 
  a 5-gallon or larger bowl made of crystal, a length of thorny 
  vine at least 20 inches long, an onyx brazier, and 10 lbs. of 
  sulfur.
  Description: First, the summoner must wrap the symbol 
  of authority with the length of thorny vine. The vine must 
  make at least one complete circle around the item. As the 
  summoner does this, she must prick her thumb on each 
  thorn on the vine, as she repeats the mantra “Mortals lack 
  discipline, they must learn the Law. Mortals are weak, they 
  must feel the Lash.” Once each thorn has been bloodied, 
  she must place the sulfur in the brazier and light it. As she 
  does so, she must speak aloud “I light the beacon and call 
  for aid. Bring forth the shining wisdom of the pit.” Then, she 
  must pour the goat’s blood into the bowl slowly, and then 
  hold or secure the bowl over the flames in the brazier, until 
  the blood begins to boil. As she waits for it to boil, she must 
  recite the names of 1,333 of Hell’s greatest generals. Once the 
  blood is boiling, she must take the vine-wrapped symbol of 
  authority and hold it within the boiling blood for 3 minutes, 
  suffering 1 point of nonlethal fire damage each round she 
  does so. During this time, she must state the following “there 
  is no law in this land, and its leaders have failed it. This land 
  is forfeit to the Black Crown. I call upon the Lords of Hell 
  to reclaim this place in the name of Law, and to reshape 
  it in your image.” Finally, the blood must be poured over 
  the flames until they are extinguished. Once the smoke 
  settles, the symbol of authority will have turned pitch black, 
  and a mythic cornugon, and several other devils, will have 
  appeared.
  Time: This ritual takes 2 hours to perform. There are no 
  restrictions on when it can be performed.
   Summoning: The summoner must succeed on a Knowledge 
  (planes) check (DC 30) and a Profession (barrister) check 
  (DC 30). Failure on the Knowledge (planes) check indicates 
  that she is unable to attract the attention of a sufficiently 
  powerful devil, while failure on the Profession (barrister) 
  check indicates that she is unable to successfully argue a 
  convincing legal claim to justify an infernal invasion. If 
  she succeeds on the first and fails on the second, the devil 
  whose attention she attracted may reach out to her through 
  emissaries or other means, either to offer aid in providing her 
  legal argument, or to punish and torment her for her failure. 
  If both checks are successes, a single mythic cornugon, along 
  with 2d4 non-mythic cornugons, 2d10 non-mythic erinyes, 
  and 6d4 non-mythic barbazu are summoned.
  Binding: The summoner must present the symbol of 
  authority used in the summoning ritual to the mythic 
  cornugon in an ancient, symbolic, and highly complicated 
  ceremony, which grants the devil, and its infernal masters, 
  a legal claim of dominion over the place in question. 
  This claim extends as far as the area that the symbol of 
  authority corresponds to: a king’s crown applies to his entire 
  kingdom, a mayor’s sash applies to a single town, and the 
  deed to a home or farm applies only to that area. In order to 
  perform the ritual correctly, the summoner must succeed 
  on a Knowledge (nobility) check (DC 20) and a Profession 
  (barrister) check (DC 20). Failure on either check ruins the 
  ritual. If this occurs, the devils are unable to make their legal 
  claim to the region in question, and, snarling in frustration, 
  attack the summoner before returning to Hell with her soul 
  as their consolation prize. If the ritual is a success, the devils 
  are unable to directly harm the summoner. Hostile actions 
  by the summoner, or which are clearly at the summoner’s 
  behest, can break this restriction, as can non-hostile actions 
  taken by the summoner to undermine Hell’s rule of the 
  region, but hostile actions by other creatures cannot. The 
  devils summoned by this ritual are unable to physically leave 
  the area associated with the symbol of authority (unless they 
  are able to make claims to other neighboring areas, which is 
  usually simply a matter of time), although they can return to 
  Hell at any time.
  Command: This spell does not offer any direct control over 
  the summoned devils, who move to conquer the region 
  associated with the symbol of authority used in the ritual, 
  and begin imposing the rule of Hell. If the summoner 
  succeeds on a Diplomacy check (DC 30) or a Profession 
  (barrister) check (DC 25), he can convince the mythic 
  cornugon to grant him a single boon or service, as a reward 
  for bringing the region under Hell’s dominion. The value of 
  this reward is directly proportionate to the size and value of 
  
  6
  the lands claimed by Hell as part of this ritual, but requests 
  for positions of moderate authority within the region are 
  generally accepted.
  Rite of the Black Lash
  Research: The summoner must succeed on a Knowledge 
  (planes) or Knowledge (religion) check (DC 25) to learn this 
  ritual. Doing so generally requires at least 3 days of research.
  Material Components: A braid of hair no less than 12 
  inches long, two black candles, a live humanoid sacrifice, a 
  specially-crafted branding iron bearing a mystic seal unique 
  to this ritual.
  Description: The sacrifice must be bound to a table, altar, 
  or similar structure. The summoner must light the two black 
  candles and set one on either side of the sacrifice’s body, then 
  touch each end of the braid of hair to one of the two candles’ 
  flames, until it is burning from both ends. The burning braid 
  must then be laid over the sacrifice’s neck and allowed to 
  burn, until it forms a burn mark on the victim’s neck that 
  resembles a collar. Finally, the special branding iron must be 
  used to brand the sacrifice, either on the forehead or on the 
  chest, with the mystic seal unique to this ritual.
  Time: This ritual takes 1 hour to perform. There are no 
  restrictions on when it can be performed.
  Summoning: The summoner must succeed on an Intimidate 
  check (DC 20) and a Knowledge (planes) check (DC 15). 
  If both checks are a success, a single mythic erinyes is 
  summoned. If either check is a failure, the ritual fails and 
  has no effect. The summoner can try again, but any attempt 
  to use this ritual with the same sacrifice increases the DC of 
  both checks by +5.
  Binding: As long as the sacrifice victim has been correctly 
  branded, the mythic erinyes is restricted from harming 
  any creature other than the sacrifice. Creating the brand 
  with the mystic seal requires a successful Craft (jewelry) 
  or Craft (sculptures) check (DC 20), as well as a successful 
  Spellcraft check (DC 22). While the summoner does not 
  need to make these checks herself, if the branding iron is 
  not made correctly, the ritual will fail. The summoner can 
  identify whether or not the branding iron is sufficient to 
  perform the ritual with a successful Appraise check (DC 
  20) or a successful Spellcraft check (DC 20). If there is no 
  creature that has been sufficiently branded within 60 feet 
  of the summoner, the mythic erinyes may choose any single 
  creature from among those present to become her sacrifice. 
  She typically chooses the summoner. The mythic erinyes 
  attacks the chosen sacrifice, renders her helpless, and then 
  proceeds to torture her as outlined under Command, below.
  Command: Once summoned, the mythic erinyes will 
  begin to torture the sacrificial victim over the course of 4d6 
  hours. The mythic erinyes performs this service regardless 
  of whether the summoner performs any other action. If the 
  summoner desires specific information from the sacrificed 
  victim, she can make a Diplomacy or Intimidate check (DC 
  20) in order to convince the erinyes to torture the victim for 
  that particular information, using her painful truth aura to 
  do so. The mythic erinyes summoned by this ritual cannot be 
  commanded by means of this ritual to do anything beyond 
  torture the single marked sacrifice.
  
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  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 Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin 
  Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 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.
  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 Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean 
  K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, 
  Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, 
  Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason 
  Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, 
  Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, 
  Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 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 Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  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. 
   
  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 
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  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 
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  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, 
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  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 
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  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 
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  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
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  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
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  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 
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  Joshua Zaback 
  Mythic Mastery: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
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  Mythic Mastery: Mythic Robots II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
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  Joshua Zaback 
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  Joshua Zaback 
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  Mythic Mastery: Mythic Erinyes and Horned Devils Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback
   
  END OF LICENSE 
  
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