The Patriarch of the Mithral Forest (CR27/MR10)

This lithe and graceful being resembles a shoulder length blond haired elf with green eyes, wearing hunter greens and a green cloak, that  vanishes from sight into the foliage around him. 
LG Medium male outsider (mythic, native) Terrain Patriarch 20/Guardian 10; Terrain Lord template 
Init +28 (36 in forests); Senses blindsense 60 ft., darkvision 120 ft., 
detect evil, low-light vision, true seeingPerception +33 
aura of good (overwhelming), aura of positive energy (5 ft.), nimbus of light (30 ft.), protective aura (20 ft.) 


AC 57/62 in forest, touch 40/45 in forest, flat-footed 49/54 in forest (+7 armor, +5 deflection, +8 Dex, +10 insight [+15 insight in forests], 
    +10 natural, +7 sacred)
hp 340 (20d10+120 plus 50 mythic); regeneration 10 (evil weapons and effects)
Fort +30, Ref +33, Will +34; divine protection (+7 saced bonus to AC), Mantle of the Patriarch of the Mithral Forest 
Defensive Abilities evasion, greater displacement (50% miss chance), 
hard to kill, immortal, improved evasion, unstoppable; DR 15 epic and
    evil, 5/ while in a forestImmune cold, dehydration, enchantments, electricity, negative energy, petrification, poison, sleepResist acid
    30, fire 30, sonic 30; S30 


Speed 90 ft., climb 30 ft., fly 60 ft. (good) 
Melee +5 drow bane holy huntsman elven war blade called Anánduil the Soulsinger +33/+28/+23/+18 [+31/+31/+26/+26/+21/+21/+16 
    with Greater Two-Weapon Fighting] (1d8+12/16-20/x3 as weapon, see Equipment below); +3 grayflame holy keen elven war blade 
    +31/+26/+21/+16 [+29/+29/+24/+24/+19/+19/+14] (1d8+10/16-20/x3)
Ranged +6 distance huntsman seeking mighty elven composite longbow of infinite arrows called Elishen the Soulseeker +34/+29/+24/+19 
    [+32/+32/+27/+27/+22/+22/+17 with Combat Flurry] (2d6+13/19-20/x4, range 220 ft., see Equipment below)
Special Attacks channel positive energy 13/day (DC 28, 15d6), combat flurry (Greater Two-Weapon Fighting; archery), favored strike (as
    conductive weapon property in forests), patriarch strike (+30d6), quarry
Spell-Like Abilities (CL 27th, concentration +37) 
    Constantdeathwatch, detect evil, pass without trace, true seeing, unerring tracker
    At will—animal friendship, create water, forest friend, know direction, speak with animals, speak with plants 
    3/day—animal growth, call animal, cure serious wounds, dominate animal, hallow, hallucinatory terrain (forests only), longstrider, remove
        disease, tree stride
    1/day—call lightning storm, heal, raise animal companion, wall of light, 

Domain Forest (forest step, leaf armor)
Domain Spells 
1st—speak with animals, 2nd—barkskin, 3rd—plant shape (as stone shape, but affects trees and shrubs), 4th—summon 
    natures ally IV (animals only), 5th—awaken, 6th—summon natures ally VI (animals only) 
Mythic Spells 1st–shield of faith; 2nd–ricochet shot; 3rd–daybreak arrow, searing light; 4th–deathless, holy smite; 5th–breath of life, flame
    strike; 6th–blade barrier, heal  
Spells per Day 5/8+1/8+1/7+1/7+1/7+1/7+1 (CL 20th, concentration +30) 
Spells Prepared 
    6th—banishment, blade barrier (DC 26, x2)forbiddance, greater dispel magic, holy word (DC 26)heal  
    5th—bone shatter (DC 25)burst of glory (x2)hallowplane shift, sanctify weapons (x2)
    4th—burst with light (x2)cure critical wounds (x2)death ward, holy smite (DC 24, x2) 
    3rd—bloody arrows (x2)daybreak arrow (x3)neutralize poison, remove disease 
    2nd—arrow eruption (x3)arrow of law (x2)consecrate, ricochet shot (x2)
    1st—blend, compel hostility (x2)gravity bow (x2)longshot, shock arrow (x2) 
    0th (at will)—create water, detect magic, purify food and drink, read magic, stabilize 


Str 24, Dex 27, Con 23, Int 18, Wis 30, Cha 25
Base Atk +20; CMB +27; CMD +59 
Feats Clustered Shots, Eminent Spellcaster (M), Greater Two-Weapon Fighting (combat flurry, archery), Greater Two-Weapon Fighting (elven 
    war blade), Improved Critical (elven war blade), Improved Critical (longbow), Improved Critical (M, elven war blade), Improved Critical (M,
    longbow), Improved Initiative, Improved Precise Shot (M), Improved Precise Shot, Improved Two-Weapon Fighting (combat flurry, archery),
    Improved Two-Weapon Fighting (elven war blade), Leadership (cohort-Vanalya, mythic mate), Manyshot, Manyshot (M), Mobility, Point-Blank
    Shot, Point-Blank Shot (M), Precise Shot, Precise Shot (M), Quick Draw, Rapid Shot, Shot on the Run, Two-Weapon Fighting (combat flurry, 
    archery), Two-Weapon Fighting (elven war blade), Weapon Finesse (elven war blade)
Skills Diplomacy +23, Heal +28, Knowledge (arcana) +25, Knowledge (geography) +25, Knowledge (nature) +25, Knowledge (religion) +27,
    Perception +33, Ride +21, Sense Motive +33, Spellcraft +26, Stealth +33, Survival +23
Languages Celestial, Common, Elven, Orc, Sylvan, truespeech
SQ animal companion (mythic great lynx), camouflage, favored realm (forest +8, all other terrains +2), hard to kill, hide in plain sight,
    immortal, regeneration 10, swift tracker, trackless step, terrain step (13/day), track (+10 Survival check), unstoppable, wild empathy,
    woodland stride, the Terrain Lord template features


Ni'hala (Bonded Creature) NG mythic male great lynx; CR 24 (MR 7); Size Large magical beast (fey, mythic); Init +21; Senses blindsense
    30 ft., darkvision 60 ft., low-light vision, scent; Perception +45; AC 36, touch 18, flat-footed 27 (+9 Dex, +18 natural, –1 size); hp 28
    (20d10+100 plus 70 mythic); Fort +17, Ref +26, Will +10; Defensive Abilities evasion, improved evasionDR 10/cold iron and epic
    Immune exhaustion, fatigue, fear, poison, sleepResist cold 10, electricity 10SR 38Speed 60 ft. (600 ft. sprint), climb 30 ft., swim 40 
    ft.Melee 2 claws +28 (4d6+8/19-20 plus grab), bite +28 (4d8+8/19-20)Special Attacks grab, pounce, rake (2 claws +28; 
    4d6+8); Spell-Like Abilities (CL 20th, concentration +24At will–calm animal (as a free action), speak with animals; 3/day–animal 
    messenger, animal trance, change shape (Small, Medium or Large animals only), dancing lights, fly (60 ft., good), polymorph1/day–
    charm monster, charm person, confusion, deep slumber, entangle, faerie fire, feeblemind, glitterdust, hallucinatory terrain, irresistible 
    dance, major image, mass charm monster, mislead, project image, scintillating pattern, summon nature's ally VI, summon nature's ally 
    VIII, telepathic bond, transport via plant, tree shape, tree stride; Space 10 ft.; Reach 5 ft.; Str 27, Dex 29, Con 21, Int 20, Wis 19, 
    Cha 17; Base Atk +20; CMB +29; CMD +48 (50 vs. trip); Feats Awesome Blow, Improved Critical (bite), Improved Critical (claws),
    Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Run, Rending Claws (+1d6), Skill Focus (Perception), Skill Focus
    (Stealth), Weapon Focus (bite, claw); Skills Acrobatics +40, Climb +35, Fly +30, Intimidate +31, Perception +45, Stealth +56 (+60 in
    heavy undergrowth or tall grass), Swim +41, Survival +37 (+41 when tracking by scent); Racial Modifiers +8 Acrobatics, +4 Stealth (+8
    in heavy undergrowth or tall grass), +8 Swim; SQ devotion, ferocity, link, protective rage, shared spells, sprint, swift tracker, trackless step,
    woodland stride; Languages Common, Draconic, Druidic, Elven, Sylvan; telepathy 100 ft.; Mythic Abilities display of dexterity, extra 
    mythic feat (M, Improved Initiative), fearless, longevity, mythic power 17/day, mythic presence, mythic sight, mythic sustenance, sleepless, 
    surge (1d10); Mythic Feats Improved Critical (M; bite, claws), Improved Natural Attack (M; bite, claws); Ferocity (Ex) A great lynx can
    remain conscious and continue fighting even if its hit point total falls below 0. A great lynx is still staggered at 0 hit points or lower and loses
    1 hit point each round as normal; Protective Rage (Ex) When a cub or mate of a great lynx takes damage in combat, on its next turn it
    can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC, and the damage from its
    natural attacks increase to the next damage category (2d6 to 2d8, 2d8 to 3d6, and so on). The rage lasts as long as the battle or 1 minute,
    whichever is shorter. It cannot end its rage voluntarily. In addition, if the great lynx is an animal companion to a master (like the ability
    granted by a druid's nature bond or a ranger's hunter's bond), the protective rage also applies to its master; Sprint (Ex) Once per hour, a
    great lynx can move at 10 times its normal speed (500 feet) when it makes a charge.
Vanalya Anádriel, Lady Consort of the Mithral Forest; NG Medium female feylin Ranger 17/Guardian 4; Init +11; Senses darkvision 60
    ft.,; Perception +31; AC 36, touch 21, flat-footed 29 (+10 armor, +4 deflection, +7 Dex, +5 natural armor); hp 215 (17d10+68 plus 20
    mythic); Fort +19, Ref +22, Will +14; Defensive Abilities celestial resistances, evasion, improved evasion; DR 5/epic; Immune disease,
    fatigue, poison, shaken, sleep; Resist acid 10, cold 10, electricity 10; Speed 30 ft., climb 20 ft.; Melee +4 evil outsider bane huntsman
    elven war blade +28 (1d8+10/16-20), +3 holy stalking elven war blade +27 (1d8+9/16-20), claws +23 (1d4+6); Ranged +3 accuracy
    mighty longbow (1d8+9/x3); Space 5 ft.; Reach 5 ft.; Special Attacks favored enemies (evil outsiders +6, aberrations +4, magical
    beasts +2, monstrous humanoids +2); Spell-Like Abilities (CL 14th, concentration +17) At willcalm animal (as a free action), speak
    with animals; 3/day–animal messenger, animal trance, change shape (Small, Medium or Large animals only); 1/day–telepathic bond, tree
    stride; Ranger Spells per Day 5/4/3/2 (CL 14th, concentration +18); Ranger Spells Prepared 1stgravity bow (x2), keep watch, know
    the enemy, longstrider, nature’s path, tireless pursuit; 2ndbloodhound, enemy insight, lay of the land, wilderness soldiers; 3rdinstant
    enemy, mass feather step (x2); 4thbow spirit (x2); Str 22, Dex 25, Con 18, Int 17, Wis 19, Cha 17; Base Atk +17; CMB +23; CMD
    +34 (+38 vs. trip); Feats Combat Expertise, Dodge, Endurance, Greater Two-Weapon Fighting, Improved Critical (elven war blade),
    Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Toughness, Two-Weapon Fighting, Two-Weapon
    Rend, Weapon Finesse (elven war blade), Whirlwind Attack; Skills Acrobatics +27, Climb +34, Intimidate +22, Knowledge (nature) +22,
    Perception +31, Stealth +37,  Survival +27, Swim +25; Racial Modifiers +8 Climb; SQ camouflage, cat’s luck, celestial resistances
    (acid 5, cold 5, electricity 5), favored terrain (forest +4, mountains +4, plains +2), graceful warrior, hide in plain sight, hunter’s bond
    (companions), nimble faller, quarry, sprinter, stalker, swift tracker, track +8, wild empathy +19, woodland stride; Mythic Powers hard to 
    kill, mythic power (11/day), surge (+1d8), amazing initiative (+10), recuperation; Path Powers fast healing, guardian's call (absorb 
    blows), impervious body, longevity, quick  recovery; Languages Catfolk, Common, Elven, Orc, Sylvan; Cat’s Luck (Ex) Once per day when
    a feylin makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before
    the saving throw is attempted; Celestial Resistances: Feylin have acid resistance 5, cold resistance 5, and electricity resistance 5; Nimble
    Faller Feylins have an amazing sense of balance and keen knowledge of their own center of gravity, and land on their feet even when they
    take lethal damage from a fall. Furthermore, feylins gain a +1 bonus to their CMD against trip maneuvers; Sprinter Feylins gain a 10-
    foot racial bonus to their speed when using the charge, run, or withdraw actions; Stalker: Feylins always consider Perception and Stealth 
    as class skills; Equipment +4 evil outsider bane huntsman elven war blade, +3 holy stalking elven war blade, +3 accuracy mighty longbow,
    +4 expeditious greater shadow celestial agile breastplate armor, +5 amulet of natural armor, boots of striding and springing, bracers of
    sworn vengeance, cloak of resistance +5, efficient quiver, figurine of wondrous power (golden lions), gauntlets of the weaponmaster,
    hunter’s band, mantle of immortality, quiver of endless +2 arrows, ring of freedom of movement, ring of protection +4, stalker’s mask. 


Ageless Guardian (Ex)

The Patriarch of the Mithral Forest has been blessed by his deity, and no longer takes penalties to his physical ability scores from advanced age. He has also been granted extraordinary long life (1,000 years).

Animal Shape (Su)

The Patriarch of the Mithral Forest gains the ability to turn himself into any Tiny, Small, Medium, Large, or Huge animal and back again three times per day. His options for new forms include all creatures with the animal type that are found in his chosen terrain (see terrain affinity). This ability to change his shape functions like the beast shape III spell. The effect lasts for 1 hour per Hit Dice, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the Patriarch of the Mithral Forest is familiar with. Unlike a druid, the Patriarch of the Mithral Forest does not lose his ability to speak while in animal form, and can communicate normally with other animals of the same general grouping as his new form. This ability otherwise functions as the druid’s wild shape ability. 

Aura of Positive Energy (Su)

The Patriarch of the Mithral Forest emits a 5-ft. radius aura of bright positive energy. This aura deals 1d6 positive energy damage to all undead and heals 1d6 damage to all living creatures with range. 

Blessed Forester (Ex) 

The Patriarch of the Mithral Forest gains a sacred bonus equal to 1/2 his class level on all Perception or Stealth skill check while in a forest. This can be applied to his camouflage and hide in plain sight. He also gains DR 5/— while in a forest.

Camouflage (Ex)

The Patriarch of the Mithral Forest can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.

Channeled Casting (Su) 

The Patriarch of the Mithral Forest can channel allied spells to increase the effective level of his own. For each allied spellcaster that has the same spell prepared (or known with a slot available if they are spontaneous spellcasters) that is adjacent to him, the effective spell level of his spell increases by 1 (up to a maximum of 9th level) as the Heightened Spell metamagic feat. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the spells new effective level. Despite the effects, the channeled spell expends the same spell slot as the Patriarch of the Mithral Forest's original spell. He can use this ability once per day. 

Divine Protection (Ex)

The Patriarch of the Mithral Forest has been touched by his god and gains a sacred bonus to AC equal to his Charisma modifier. He also add this sacred bonus to all saving throws. 

Hide in Plain Sight (Ex)

While in any of his favored terrains, the Patriarch of the Mithral Forest can use the Stealth skill even while being observed.

Insightful Defense (Ex)

The Patriarch of the Mithral Forest gains an insight bonus to AC equal to his Wisdom modifier. He also adds this bonus to his CMB and CMD.

Know Direction (Ex)

The Patriarch of the Mithral Forest always knows the direction of true North, as if he were under the constant effects of a know direction spell. Therefore, he can never become lost in the wilderness.

Leap (Ex)

The Patriarch of the Mithral Forest adds half his Hit Dice to all Acrobatics checks made to jump, and is always treated as if he had a running start when jumping.

Lightning Reactions (Ex)

The Patriarch of the Mithral Forest gains a +60 ft. bonus to his land speed, a +5 bonus to his Reflex saving throws and Initiative, and Quick Draw as a bonus feat.

Nimbus of Light (Su)

The Patriarch of the Mithral Forest emits a 30-foot nimbus of light that acts as a daylight spell. Any undead within this radius take an amount of damage equal to his Hit Dice each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. This nimbus can be activated or deactivated as a free action.

Protective Aura (Su) 

The Patriarch of the Mithral Forest emanates a protective aura that protects against attacks made or effects created by evil creatures. He provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. This ability otherwise functions as a magic circle against evil effect and a lesser globe of invulnerability with a caster level equal to his Hit Dice.

Scent (Ex)

The Patriarch of the Mithral Forest gains the scent special ability.

Terrain Affinity (Ex)

The Patriarch of the Mithral Forest gains an affinity with forests and gains a +4 bonus to all Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

Terrain Step (Su)

The Patriarch of the Mithral Forest can step into a tree, a boulder, or a stream within a forest and magically infuse herself with it. Once within this feature, he can teleport from that particular feature to another feature of the same kind. The effect lasts until the Patriarch of the Mithral Forest exits the feature, or after a number of minutes have passed equal to his class Hit Dice, whichever comes first. Each transport is a full-round action. Terrain step has a transport range of 1,500 feet within a forest, and only 500 feet when outside of it. This ability otherwise functions like the tree stride spell. The Patriarch of the Mithral Forest can use this ability a number of times per day equal to 3 + his Wisdom modifier.

Trackless Step (Ex)

The Patriarch of the Mithral Forest leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Truespeech (Su) 

The Patriarch of the Mithral Forest can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

Woodland Stride (Ex)

The Patriarch of the Mithral Forest can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, affect him.


Mythic Powers hard to kill, mythic power (23/day), surge (+1d12), amazing initiative (+10), recuperation, mythic saving throws, force of
    will, unstoppable, immortal, legendary hero 
Path Powers companion power, divine source, empathic healing, guardian's call (beast's fury), legendary item (x2), mythic spellcasting (10 
    spells), mythic companion, raise animal, relentless healing, supreme tracker, true defender 


Environment any 
Organization solitary (unique) or 
2-4 (Stonewatch: The Archwizard of Assentia, The Divine Emissary of LightThe Grand Sage
Equipment +5 drow bane holy huntsman elven war blade+7 called Anánduil the Soulsinger (see below), +6 distance huntsman seeking elven 
    composite longbow of infinite arrows Elishen the Soulseekermantle of the forest lord (see below), true ankh of power (see below), great 
    lynx tattoo (see below), leaf tattoo (see below), amulet of flying (see below)backpack of holding III, staff of life eternal (see below)


Amulet of Flying Grants the following abilities to Ni'hala; constant–feather fall; 3/day–overland flight.
Anánduil the Soulsinger (Legendary Greater Artifact) +5 drow bane holy huntsman elven war blade; 
Basic Abilities legendary power 
    (6/day), legendary surge (+1d12; attack and combat maneuver rolls), mythic bond; Advanced Abilities eternal bond (elf only), flexible 
    bond, powerful (x2), rejuvenating, unstoppable strike, unyielding.
Elishen the Soulseeker (Legendary Greater Artifact) +6 distance huntsman seeking elven composite longbow of infinite arrows; can
    create 10 greater arrows of drow slaying each day); Basic Abilities legendary power (6/day), legendary surge (+1d20; attack and 
    combat maneuver rolls), mythic bond; Advanced Abilities adroit, eternal bond (The Guardian of the Mithral Forest), everlasting, foe-biting,
    powerful (x2), returning, unstoppable strike, unyielding, upgradeable 
Mantle of the Patriarch of the Mithral Forest This unique set of armor and various accessories comprises of a suit of elven leather armor, 
    leather boots, leather bracers, a cloak, gloves, quiver, ring, and scabbard, all with their own unique powers. Each individual part of the 
    mantle and their powers are described hereafter; Armor functions as +5 greater energy resistance (resist fire 30) greater shadow 
    moderate fortification green elven leather armor; Boots function as boots of the winterlands, feather step slippers, and shoes of the 
    firewalkerBracers functions as arrowmaster’s bracers, bracers of sworn vengeance, phylactery of positive channelinggrants a +10 luck 
    bonus to Stealth checks an able to cast disguise self at will; Cloak functions as a +5 green cloak of resistance, a cloak of major 
    displacement (50% miss chance), an eagle cape, and a treeform cloak; Gloves function as green gauntlets of the weaponmaster and gloves
    of arrow snaring; Quiver functions as a fine green leather efficient quiver and scabbard of keen edges (arrows only), and enchanted with 
    the endless ammunition special weapon quality; Ring (Adamantine) functions as a +5 ring of protection and able to summon forth an
    eagle or giant eagle as a serpentine eagle figurine of wondrous power, and also functions as a ring of regeneration; Scabbard functions as
    scabbard of honing, scabbard of keen edges, and scabbard of many blades.

Staff of the Life Eternal This silver and gold staff holds 10 charges and has a recharge rate of 1 per day: 0 charges–bless water, death

    watch, sanctify corpse; 1 charge–breath of life, heal, mass cure moderate wounds, raise dead, rest eternal; 2 charges–mass cure critical

    wounds, resurrection; 4 charges–mass heal, true resurrection.

Tattoo (Great Lynx) The Guardian of the Forests has a permanent great lynx tattoo that functions as a ring of animal friendship, ring of
    improved jumping
, and ring of freedom of movement.
Tattoo (Leaf) The Guardian of the Forests has a permanent leaf tattoo (mythic barkskin) that grants him a permanent +10 bonus to his
    natural armor, and DR 15/epic and evil.
True Ankh of Power (Minor Artifact) This gold, silver, and diamond encrusted ankh doubles channeling damage (or healing) and maximizes
    healing spells; Spells At will–light; 3/day–burst of radiance, daylight, light lance, searing light, veil of positive energy; 2/day–breath of life,
    burst with light, daybreak arrow
; 1/day–pillar of life, raise dead, wall of light; 1/week–chains of light, resurrection; 1/month–true
; For additional powers see the True Ankh of Power.