The DRAGONS have awakened!

Now available exclusively from Legendary Games, the first in our brand new Mythic Paths product line, we are delighted to bring you Path of Dragons, a fantastic supplement for those most magnificent of monsters to grace our favorite game! With nearly 70 new mythic abilities, including an assortment of draconic paths to power, this supplement is an amazing resource for making your dragons memorable and unique even if you’re not running a mythic campaign. If any monster deserves to be truly MYTHIC in an ordinary campaign, dragons are #1 with a bullet.

Get your copy today right here at the Legendary Games webstore! This product will be available next week in wide release, but if you want to get it now (and I know you do), look no further because this is it! Get the dragons before they get you! 

Path of Dragons cover



Another 5-star review for Legendary Games – Mythic Monsters: Abyssal!

We’ve been focusing so much on new product lately – and with good reason; there’s a lot of great stuff coming, including Path of Dragonsready to release probably later today, or tomorrow at the latest – but we should pause now and then for a look back at our past products garnering kudos! The legendary Endzeitgeist has been churning through our Mythic Minis series with solid marks all around, but he also just dropped another 5-star review for Mythic Monsters: Abyssal that goes into great detail (as his reviews always do), but the part I wanted to highlight is in is conclusion, where his comments about this product really sum up what our entire Mythic Monsters series is all about:

Jason Nelson, Tom Phillips and Alistair Rigg provide a glorious collection of uncommon abyssal foes – and deliver in spades. You know, mythic can be often taken as a bland “faster, harder, wider”-contest and yes, some creatures can be seen as a relatively straight progression. The vast majority of abyssal threats in here, though, is not content with such a treatment, instead developing the base creature, often into something truly distinct that works so much better than the base beast – with signature abilities emphasizing niches and foci of the monsters herein, there is not one critter in here that has not been massively improved, with the abilities of demodands and their thus much tighter focus making them my favorites in here and, perhaps for the first time in ages, actually DISTINCT.

You can read his full review here on his own site, as well as on our product page at! Thanks Endy, and thanks to everyone who takes the time to review one of our products. For every game publisher, customer reviews can help other people see what’s between the pages from a fan’s-eye-view, and reviews also help us do things better every time out.

Mythic Monsters - Abyssal cover (Duplicate)


SUMMER PREVIEWS #20: Can you judge a book by its cover?

As we roll into my third year at the helm of Legendary Games, we take a look back at things that are working well and things that are opportunities to improve. This includes writing, artwork, administrative tasks, and everything we do, but one area of focus recently has been rethinking our cover style, front and back. Legendary Games has established a fairly consistent and distinctive cover style, and it’s been working well so far, but that doesn’t mean it can’t get better. Last week, we posted up the preview for our upcoming Mythic Monsters: Aliens book, and it looked pretty good. Nice, classy layout, with a window into the artwork from Michael Jaecks featuring the awesome intellect devourer and the fabulous flumph. It invites you to look inside and see more.

But the whole illustration is really cool, and I started thinking about how best to show off a great art piece on the cover, and what that would mean for the rest of our standard cover look. What information would we keep, what would change, what would move? Thinking about the back cover, ours have usually been on the minimalist side, perhaps an artifact of our origins producing PDFs, where your back cover isn’t too relevant. As we continue to move into print products, how could we better show off what was inside on the outside? If someone were browsing through a game store or a booth table at a convention, what would best catch their eye and make them say, “Yes, THIS is the product I want to pick up!”

What you’re about to see is a proposed redesign of the Legendary Games cover style, and we’re interested in your input on a cover style like this as compared to our traditional cover design, certainly for the Mythic Plug-Ins product line and perhaps for others as well. You can send your comments by email to, in the Facebook or G+ comments section, or on the messageboards at Whether you like the old style, the new, or a hybrid of both, we’re interested in your thoughts, and to show our appreciation we’ll be randomly selecting one person from everyone who posts a comment to receive a free copy of Mythic Monsters: Aliens!

Here’s the new version for the front cover.


Mythic Monsters - Aliens (front cover)

The current thought is to use the Mythic Monsters logo at the top uniformly across the line, with several different fonts available for the name of the monsters in the book, such as one for space/sci-fi creatures like Aliens, Mythos, or Robots, another for classically evil creatures like Undead, Demons, Devils, and another for traditional monsters like Giants, Dragons, Magical Beasts, and the like.


For comparison, here is the front cover in the current style:

Mythic Monsters - Aliens (cover)


Here is also a sample treatment for the back cover.

Mythic Monsters Aliens (back cover)

So sound off, Legendary fans. What do you think?


SUMMER PREVIEW #19: A she of the sea!

Yesterday we ran down the list of the characters to expect in our upcoming Nautical Heroesfrom Neil Spicer, but today we’ll take a closer look at one of them in particular. The depth of detail in the background will have to wait a bit for Neil to finish perfecting it, but I thought you might enjoy a quick look at what you can expect in terms of the stat block, including alternate racial abilities and campaign traits to tailor the character and really ground (amusing choice of words in a nautical campaign) her in the setting of the AP.



Female elf witch (sea witch) 1

CN Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +3 (+5 when Caramia is within arm’s reach)

===== Defense =====

AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 8 (1d6+2)

Fort +1, Ref +2, Will +3

===== Offense =====

Spd 30 ft.

Melee dagger –1 (1d4–1/19–20)

Ranged dagger +2 (1d4–1/19–20)

Special Attacks hexes (sea creature empathy +3, slumber [1 round])

Spell-Like Abilities (CL 1st; concentration +3)

At will—know direction (if near a sizable body of water)


Witch Spells Prepared (CL 1st; concentration +6)

1st—charm person (DC 14), sleep (DC 15)

0 (at will)—dancing lights, detect magic, read magic

Patron Water

===== Statistics =====

Str 8, Dex 15, Con 12, Int 16, Wis 12, Cha 15

Base Atk +0; CMB –1; CMD 11

Feats Alertness (when Caramia is within arm’s reach), Extra HexACG

Skills Bluff +3 (+4 if a character could be sexually attracted to her), Knowledge (arcana) +7, Knowledge (nature) +7, Perception +3 (+5 when Caramia is within arm’s reach), Spellcraft +7 (+9 to identify properties of magic items), Survival +4, Swim +8; Racial Modifiers +2 Perception, +2 Spellcraft (to identify properties of magic items), +4 Swim

Languages Aquan, Common, Elven, Draconic, Sylvan

SQ arcane focus, charming, dreamspeaker, elven magic, know direction, touched by the sea, witch’s familiar (seagull named Caramia)

Gear dagger, backpack, bedroll, flint and steel, hooded lantern, iron pot, map case, oil (3 flasks), signet ring, soap (1 lb.), trail rations (5 days), traveler’s outfit, waterskin, whetstone, 101 gp, 1 sp, 3 cp

===== Special Abilities =====

Arcane Focus (Ex) Miri’s family has a long tradition of producing arcane spellcasters (both wizards and witches), and she was raised with the assumption she would be destined to become a powerful magic-user, with little need for mundane concerns such as skill with weapons. As a result, she gains a +2 trait bonus on concentration checks to cast arcane spells defensively. This elven racial trait replaces weapon familiarity.

Charming (Ex) Blessed with good looks, Miri has come to depend on the fact that others find her attractive. She gains a +1 trait bonus when she uses Bluff or Diplomacy on a character that is (or could be) sexually attracted to her, and a +1 trait bonus to the save DC of any language-dependent spell she casts on such characters or creatures.

Dreamspeaker (Ex/Sp) Miri has the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, Miri may use dream once per day as a spell-like ability (caster level is equal to her character level). This racial trait replaces elven immunities.

Know Direction (Sp) So long as Miri is near a sizable body of water (at least a lake with a diameter of 1 mile or more), she may cast know direction at will as a spell-like ability.

Spirit of the Waters (Ex) Miri has adapted to life in tune with the sea, gaining a +4 racial bonus on Swim checks with the ability to always take 10 while swimming, if she chooses. This connection also allowed her to choose Aquan as one of her bonus languages, and she is proficient with the longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.

Touched by the Sea (Ex) Miri has always felt the call of the sea and her blood surges with the ebb and flow of the tides. Somewhere in her ancestry, an aquatic elf impacted her bloodline and now she’s as comfortable in the water as she is on land. Miri gains a +1 trait bonus on Swim checks and Swim is always a class skill for her. In addition, her penalties on attack rolls made underwater are lessened by 1.


Background: Miriel Kalantee (MEER-ee-uhl KUH-lan-TEE) reveres the goddesses of trickery and revenge, storms and pirates, and travelers and dreams, as well as an unknown patron which she believes to be an ancient sea monster or old god of the depths.



CN Tiny magical beast

Init +3; Senses low-light vision; Perception +14

===== Defense =====

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 4

Fort +2, Ref +5, Will +4

Defensive Abilities improved evasion

===== Offense =====

Spd 10 ft., fly 60 ft. (average)

Melee 2 talons +5 (1d4–2)

Space 2-1/2 ft.; Reach 0 ft.

===== Statistics =====

Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7

Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse

Skills Fly +7, Perception +14; Racial Modifiers +8 Perception

SQ alertness, empathic link, share spells

Stored Spells 0—all; 1st—charm person, chill touch, command, cure light wounds, mage armor, sleep


And since we showed you the sketch yesterday, we’d be remiss if we didn’t show you the final version of this lovely lass from the lower latitudes!

I might have to steal her boots; my wife would love them!

I might have to steal her boots; my wife would love them!



SUMMER PREVIEWS #18: Sailing, sailing, over the bounding main!

If you know Neil Spicer and his work at all, you know he has a mind and an eye for detail like few others, and one of his great delights is weaving character and relationships together. This comes shining through in the many fabulous adventures he’s written, of course, but he’s also penned a line of products dating back to the beginning of Legendary Games presenting sets of incredibly vivid pregenerated characters that have to be seen to be believed. Gothic Heroes for a horror campaign, Imperial Heroesfor an epic journey to the Far East, Conquering Heroes for a campaign carving out your own kingdom in a fey-haunted wilderness, and Righteous Heroesfor starting off on a crusade against the demon hordes of the wounded lands! These are far more than stat blocks; they are fully realized characters with lush backgrounds and complex backstories and relationships, complete with advancement notes for bringing the characters along so they can be used well after the campaign has begun. Each is connected in detail to the Adventure Path for which they were designed but fully usable outside of it, whether you need cohorts, allies, rivals, or even replacement characters.

Coming in early September, Legendary Games will be proud to bring you Nautical Heroes,a set of 8 seafarers and scallywags perfect for any pirate-themed campaign. Tomorrow we’ll go into greater detail on one of them, but for now here’s a quick listing of what you’ll find within.

  • 1) CathranTyvirian (Half-Elf Cleric of the Goddess of Dreams)
  • 2) LumisPrindle (Halfling sea singer Bard)
  • 3) MirielKalantee (Elf Sea Witch)
  • 4) OndirraShirahz (Undine Flowing Monk)
  • 5) EvonBloodbeak (Tengu Swashbuckler Rogue)
  • 6) SilvioDevaulis (Human Oracle of Waves)
  • 7) Taren Torrenato (Human Buccaneer Gunslinger)
  • 8) Aethan Calder (Human Swashbuckler) – using the new hybrid classes from the Pathfinder Roleplaying Game Advanced Class Guide

Also, since we’re looking ahead, here’s one of the preliminary sketches from new artist Bob Greyvenstein, this one for the gun-toting buccaneer Taren Torrenato!

Nautical Heroes - Taren2 sketch

Also, since it’s always interesting to see how things evolve over time, here’s a quick look at the sketch work for Miriel the elven sea-witch. Tomorrow, we’ll take a better look at her and her lovely winged pet.

Nautical Heroes - Miri-2 sketch


It’s MYTHIC MONDAY for your master monk!

Today brings you Mythic Minis 27: Feats of the Monastic Master,featuring fully fourteen favorite feats for your flashing feet to send foes flying! You’ll find feats for fighting like Quarterstaff Master and Tripping Twirl alongside feats blending monasticism and magic like Hex Strike, holy faith with ascetic practice like Crusader’s Flurry, and feats of impossible agility like Cloud Step and Ki Stand! Available now from the Legendary Games webstore and from our partners at d20pfsrd, Paizo, and DrivethruRPG!

MM27 - Feats of the Monastic Master(cover)


SUMMER PREVIEWS #17: Some THING wicked this way comes!

When we were preparing a product of Mythic Monsters: Aliens, we had to decide what our brand-new mythic alien would be. We considered a Giger-style xenomorph, of course, as well as a number of other ideas, but Tom Phillips pitched hard on something we thought we had never really seen before, and that is a good RPG interpretation of the kind of alien horror discovered in the sci-fi/horror classic, The Thing. At Legendary Games, our philosophy is that when you get great people working on products they are passionate about, that’s when you get great material, and that’s just what we got.


A slight tremor in the man’s face heralds the arrival of a ghastly horror. What was a man moments ago suddenly rips itself apart: its flesh bursts open, blood and viscera spray in all directions, and its internal organs liquefy and ooze to the floor. As the man-thing contorts and expands in impossible directions, great multi-jointed insectoid legs and a sickening array of clawed limbs, greasy tentacles, and sucking mouths sprout from its ruined torso and its face ruptures to form an awful split-faced maw of jagged teeth.


That’s 88 terrifically terrifying words, but they say a picture is worth a thousand. Good thing we don’t have to choose; we can have BOTH, thanks to the awesomely awful artistry of Michael Jaecks:

Nice to EAT YOU!

Nice to EAT YOU!

Of course, this guy is more than just another pretty face. Some of its abilities are, shall we say, complex, as befits a creature whose calling card is finding you, taking you, becoming you, and then using what’s left of you to take down your friends one… by… one… Here are just a few of the terrible things it can do to a hapless party of adventurers investigating a lonely outpost where things have already gone horribly, horribly wrong.


Assimilate (Ex) When a qomok slays a Small, Medium, Large, or Huge living creature (excluding non-native outsiders, oozes, plants, and creatures that do not have blood) with its blood drain attack, it reduces its victim to a gelatinous sludge that the qomok can absorb as a full-round action to assimilate that creature. An assimilated creature does not contract the qomok’s alien infection (see below) and transform into a qomok. Instead, an assimilated creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish. However, if a qomok kills a creature with its feeding tendril and is prevented from—or chooses not to—assimilate its victim’s body, the victim’s remains automatically contract the qomok’s alien infection. After it assimilates a creature, a qomok has detailed information about the victim’s identity and personality and has access to all of the victim’s memories. A qomok does not gain access to a victim’s abilities unless it uses its alter shape ability to mimic its victim’s form.

Assimilated Knowledge (Ex) A qomok absorbs an incredible amount of knowledge from its assimilated victims over its long existence. It adds its HD on all Knowledge checks and can make all Knowledge checks untrained.

Extremities (Ex) When a qomok attacks, it generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form a qomok generates or what size a qomok assumes, the base damage for its extremities natural attack is 1d8.


Next preview, an advance look at a work in progress, because while it’s fun to preview things that are right on the cusp of coming your way, sometimes it’s fun to take a look a little bit farther ahead. Drink up me hearties, yo ho!



As we are looking forward to GenCon, that also means we are looking forward to our new GenCon releases! We’ll be putting out product between now and then, of course; in fact, PATH OF DRAGONSis in layout right now and should be available early next week and we’ve got plenty more product coming behind it, but as we look ahead to the con you might have heard that some new Pathfinder products are coming out that have a bit of a sci-fi flair. The mash-up of sci-fi and fantasy is as old as RPGs, all the way back to Dave Arneson’s Blackmoor setting, and it’s never stopped being a thing, but right now seems like a great time to start bringing some of that (literally) starry-eyed wonder to Legendary Games! To that end, I bring to you this:

Mythic Monsters - Aliens (cover)

Is it wrong that the intellect devourer has been one of my favorite monsters since I first laid eyes on the 1st Ed Monster Manual as a 10-year-old kid? I mean, what a masterpiece of menace Dave Trampier crafted in black and white, and Michael Jaecks has certainly carried on in that lethal legacy. And is that a mythic FLUMPH? Yes, yes it is. And it’s awesome. We’ll delve more into the particulars in the next preview, but for now here’s a quick recap of the extraterrestrial enemies (and the friendly flumph) contained between these covers!



CR 1/MR 1      Mythic akata

CR 1/MR 1      Mythic flumph

CR 3/MR 1      Mythic contemplative

CR 5/MR 2      Mythic shobhad

CR 6/MR 2      Mythic brethedan

CR 8/MR 3      Mythic adaptoid*

CR 8/MR 3      Mythic lunarma

CR 8/MR 3      Mythic witchwyrd

CR 10/MR 4    Mythic intellect devourer

CR 10/MR 4    Mythic moonflower

CR 11/MR 4    Mythic dragonkin

CR 14/MR 5    Qomok

CR 17/MR 7    Mythic xanthos


Qomok is the new mythic monster, you say? What kind of THING might that be? Until next time…


It’s my very first, and I’m tickled and delighted by the possibilities. I’ll be talking with the convention folks about a booth for next year, when we’ll have not only our accumulated collections thus far but also our MYTHIC MANIA rulebooks and who knows what else? Legendary Planet should be just hitting the market! It will be an exciting time.


But this year, after 33-1/2 years in the hobby, I will be in the hizzouse for the Granddaddy of the All! In fact, in four weeks from today we will have just completed our WHAT’S NEW WITH LEGENDARY GAMES? seminar, where we’ll be busting out even more secret surprises and upcoming awesomeness than we did at our PaizoCon panel.Please do come pay us a visit!

DATE: Thursday, August 14

TIME: 5:00 pm to 6:00 pm

LOCATION: Crowne Plaza, Grand Central C.


Since it’s a seminar it’s totally free, and we WILL be giving out prizes!

Pics or it never happened!

Pics or it never happened!


SUMMER PREVIEW #15: Dragon things out!

I am delighted to announce that Path of Dragons is currently on its very last editing pass before getting sent over to layout. The product looks great, and I have every confidence it will play great as well. In the spirit of fun (hey, the DRAGONS will have fun anyway, even if your PCs don’t!), we are going to preview some of the mythic abilities that dragons might employ.

The draconic abilities fall into the following stat block locations; abilities marked with an asterisk are associated with one of the dragon paths described in the following section.

Attacks: steal*

Aura: aura of terror*, calming presence*, draconic reek

Defensive Abilities: bloodied recovery, draconic fortitude, draconic toughness, eater of magic, glittering scales, impenetrable scales, indomitable will, inviolate body, jeweled coat*, lifewarding, precocious spell resistance, shimmerscale, sigils of warding*, unstoppable force*

Senses: penetrating gaze*,searching gaze*

Special Attacks: bloodied breath, breathshaper, carry off, clinging breath, constricting coils, deadly drop, death throes, devastating stoop*, dire charge, drink enchantment*, experimental breath weapon*, fling, hiss of sleep*, hoard crawlers*, imperious glare*, large and in charge, mesmerizing gaze*, mythic drain, overhead backlash*, plummet*, rapid raker, rending claws*, spell sunder, strafing breath, thundering tail*, twin talons, wing ripper*, winged tempest

Special Qualities: a thousand faces*,cult of the dragon*,draconic archmage*, dragon sage*, dragonforge*, feats of flight*, fool’s gold*, future sight*, hulking brute*, mythic minion, mythic pool, plunderer*, recover breath, riddling talk*, scrier*, tainted bloodline*, thief-taker*, trickster path*, tyrannical tactics


Some of these abilities are ones that any dragon could take, whether substituting for one of a mythic dragon’s normal abilities or adding as a bonus to a non-mythic dragon just to keep your players on your toes.

Mythic Drain (Su): Whenever the dragon confirms a critical hit against a creature that has mythic power, the dragon steals one use of that creature’s mythic power and adds it to its own daily uses of mythic power. If the dragon has a mythic feat or ability that has a daily limit on its use, it can use the stolen mythic power to recharge and activate one daily use of that ability, but this must be done within 1 minute of stealing the mythic power. Otherwise, the additional use of mythic power is subject to the normal restrictions on its use.

Format: mythic drain; Location: Special Attacks.

Strafing Breath (Su): As a full-round action, the creature can fly at half speed in a straight line while using its breath weapon. The range of this strafing breath is equal to one-half the normal length of its breath weapon, and it deals half normal damage. If it is a breath weapon that does not deal hit point damage, creatures in the area gain a +4 bonus on their saving throw. If the breath weapon is line-shaped, it affects all creatures and objects on the ground in a line 5 feet wide, and if the breath weapon is cone-shaped, it affects a line half as wide as the cone the creature normally creates. In either case, the length of the line on the ground affected by its breath is equal to the distance the creature travels on its turn. In addition to affecting targets on the ground, any creature or object between the flying creature and the line it creates on the ground is also affected by its strafing breath.

When using a double move or the withdraw action, the creature can instead spend one use of its mythic power to use its breath weapon as a free action at any point during its movement, with its normal range and area. If its breath weapon requires an amount of time to elapse in between uses and that time has not elapsed, the creature must expend two uses of your mythic power to use this ability.

Format: strafing breath (15-foot-wide line, range 30 feet); Location: Special Attacks.


Other abilities in this book are closely associated with one of the dragon paths, like the Watcher.


A watcher is a coolly dispassionate observer of events, a witness to history and a chronicler of events. The appearance of a watcher is sometimes viewed as a mark in and of itself that some momentous happening is about to occur. Watchers rarely involve themselves in the affairs they observe, but may be sources of information as they and their forebears have accumulated unparalleled libraries of lore.


Each path typically has 5-6 abilities that are particularly associated with it. While they are designed to work specifically with that path, you of course can use them anywhere you think they would be awesome to create exactly the kind of magnificent mythic dragon you want.

Scrier (Sp): The dragon can use detect scrying, private sanctum, and scrying at will as spell-like abilities and can expend its mythic power to use the augmented and/or mythic versions of those spells, treating its mythic rank as its tier. The dragon can use any reflective surface as a scrying focus, including a pool of water or an ordinary crystal ball. If the dragon observes a creature that is using a scrying effect (including getting a visual image from detect scrying of a creature scrying on it), the dragon can expend one use of its mythic power as an immediate action to treat that creature’s scrying focus as a crystal hypnosis ball through which it can implant a suggestion. If the creature fails its save, the dragon becomes attuned to that creature’s scrying focus and immediately becomes aware of whenever that creature is using a scrying effect as long as the dragon is on the same plane.

Format: scrier; Location: Special Qualities.