| Monster - Megapede - Pathfinder RPG | ||||||||||
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This enormous centipede bristles with hundreds of spiny legs, its fur-covered carapace shifting subtly as it moves. An aura of invisible malice radiates from it.
XP 12,800 N Gargantuan aberration Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13 Aura life drain (15 ft., DC 24, 2d6 negative energy)
AC 24, touch 6, flat-footed 24 (+18 natural, –4 size) hp 171 (18d8+90) Fort +13, Ref +6, Will +12
Speed 40 ft., climb 40 ft. Melee bite +18 (3d8+12/19–20 plus poison) or Power Attack bite +14 (3d8+24/19–20 plus poison) Space 20 ft.; Reach 20 ft. Special Attacks +4 circumstance bonus on attack rolls made to confirm critical hits, mind bomb (DC 24 Will), relentless assault
Str 26, Dex 10, Con 21, Int 1, Wis 12, Cha 6 Base Atk +13; CMB +25 (+27 overrun); CMD 35 (37 vs. overrun; can't be tripped) Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Overrun, Power Attack, Skill Focus (Perception), Weapon Focus (bite) Skills Climb +22, Perception +13, Stealth –6 (+2 in sand or loose soil), Survival +7, Swim +14; Racial Modifiers +8 Stealth in sand or loose soil
Environment deserts, caverns Organization solitary Treasure none
Bleeding Critical When you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. The effects of this feat stack. Can only apply one critical feat to a given hit unless you possess Critical Mastery. Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. Targets of your overrun attempt may not choose to avoid you. Life Drain (Su) Living creatures that enter or begin their turn within the aura take 2d6 negative energy damage. A DC 24 Fortitude save halves damage. A creature that succeeds at its save is immune to your aura for 24 hours. Mind Bomb (Su) As standard action that does not provoke attacks of opportunity, one creature within 60 ft. takes 3d8 damage and is dazed 1 round. A DC 24 Will save halves damage and negates daze. This is a mind-affecting effect. The save DC is Constitution-based. Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based. Power Attack Take –4 penalty on all melee attack rolls and combat maneuver checks to gain +8 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (–50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Relentless Assault (Ex) As full-round action, make one bite attack and mind bomb attack. Tremorsense (Ex) You can automatically pinpoint the location of anything in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
Converted by Charles W. Plemons III from Spelljammer, Adventures in Space. Megapedes are enormous centipedes that can reach 150 feet in length, though most specimens range between 100 and 120 feet. Their dozens of 5-foot-long legs end in flexible claws, and their fur-covered carapaces are distinctive. A megapede that inhabits sandy regions often burrows beneath the surface, ambushing prey. In subterranean environments, they nest in massive chambers. Their bite is venomous, and they possess magical abilities that make them formidable predators, such as an aura of life-draining energy and a mind bomb attack. After laying eggs, a megapede carries them on its back using sticky saliva until they hatch. Hatchlings grow rapidly, often resorting to cannibalism if food is scarce. |
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