The following are special psi-powers sometimes possessed by mythical beasts. Although in function some largely resemble the Phase-Powers of the Promethean R.C.C. they are exclusive to these legendary beasts. For ease of reference I will detail them below and list them under the Psychic Powers category where applicable.
Alter Memory – Mythical Creature
Range: 2,000 feet (609.6 m) radius.
Duration: Permanent.
I.S.P. Cost: None.
Saving Throw: 16 or higher; illusion.
The creature exudes a potent aura that creates a powerful sense of disbelief in anyone perceiving signs of its existence. To anyone within a 2,000 foot (609.6 m) radius that fails their saving throw, the mythical creature simply does not exist. All senses whether magical or mundane simply refuse to detect the creature or its presence even if it is standing right in front of them. If the rational mind cannot dismiss the existence of the creature (i.e. if it is attacking or putting their life in danger, etc.) they will perceive the creature as a more mundane creature or something else entirely. The aura is so potent that it interferes with electronic devices and even witnessing the beast from outside of its range or happening upon traces of the animal carries a residual effect. Mechanically speaking, anyone who catches a long distance glimpse of the beast or stumbles across evidence of its existence (tracks, droppings, eyewitness accounts, etc.) is capable of perceiving the evidence but must make a saving throw or will still refuse to believe it relates to the mythical creature. Their rational mind will compel them to attribute the evidence to a logical explanation ("These are the tracks of a bear, this scat is too damaged to determine what it is – it could belong to anything", etc.). Those without these facilities will simply stubbornly refuse to believe their own senses or refuse to investigate it beyond a preliminary glance.
At the time of the creature’s death these effects wane, although they do not vanish completely. This often leads to their physical components being mislabeled or attributed to other creatures by alchemists and other men of magic. Consequently, there is always a high demand for these components. However, many (most) men of magic consider them artificially created alchemical components rather than the actual physical components harvested from living creatures. Even so, whether the practitioner of magic believes the creature is real flesh and blood or not, they will be able to determine the components are authentic with a simple Lore: Magic roll (“Ahh, the antlers of a Jackalope. These are rare – you must be a very skilled alchemist.”).
Blur
Range: Self.
Duration: One minute per level of experience.
I.S.P. Cost: 4.
Saving Throw: 12 or higher; none for technology.
The creature becomes a blurry and indistinct shape that only vaguely resembles its former self. Those who make their saving throw vs illusion (12 or higher) will see the creature as normal and not even realize the ability has been used. While those who fail failing their saving throw that suffer a -2 penalty to strike the creature in close combat and making a “Called Shot” is practically impossible (-10 to strike) and those using ranged or modern weapons count as “Shooting Wild” (-6 to strike; called shots are not possible). Furthermore, cameras, electronic devices and other technologies designed to record a visual image of the creature will always result in unsatisfactory blurry images. Note: This ability immediately ceases to function if the creature is bound or restrained.
Escape Restraints
Range: Self.
Duration: Instant.
I.S.P. Cost: 10 or 20 if the restrains is a mega-damage construct.
Saving Throw: None.
The creature has the otherworldly ability to escape conventional bonds. Smaller animals might chew through ropes with supernatural speed while larger animals might simply tear themselves free. Using this ability counts as two of the beast’s attacks/actions per melee. After which, the creature is free it from any physical restraint and the object is destroyed (Bolas snap, nets tear, mega-damage handcuffs shatter, etc.). Note: This does not free the creature from all conventional traps, merely restraints. So a pit trap or large cage will work just fine. As would the Carpet of Adhesion or Magic Net invocations.
Slip Mystic Bonds
Range: Self.
Duration: Permanent.
I.S.P. Cost: None.
Saving Throw: Not applicable.
The mythic creature is immune to all forms of magical restraint, mind control, scrying, summoning, supernatural barriers and physical transformation. Including but not limited to: Carpet of Adhesion, Magic Net, Seal (latches will pop and doors will just fly open under their own power), Trance, Sleep, Influence the Beast, Force Bonds, Petrification, Bottomless Pit, Null Sphere, Shadow Wall, Impenetrable Wall of Force or Void.
Essentially, any spell, psionic power, or supernatural force that would render the creature helpless will fail when used against the beast and any P.P.E. or I.S.P. is expended as normal but fail to function as expected. Perhaps a Bottomless Pit spell does not appear where expected or the creature just hops innocently through the Carpet of Adhesion as if it didn’t exist at all. Furthermore, although the creature is not immune to the damage or knockback inflicted by telekinetic/force attacks they are impervious to all forms of telekinetic restraint and barriers; passing through them as if they do not exist. Note: This immunity does not extend to technological illusions (such as those projected by holograms) or conventional traps. Even a simple pit trap will work just fine if you’re lucky or clever enough.