Megapede

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Colossal Vermin

Megapede.gif

Hit Dice: 32d8+256 (400 hp)

Initiative: -2

Speed:80 ft., burrow 20 ft.

AC: 18 (-8 size, -2 Dex, +18 natural), touch 0, flat-footed 18

Attacks: 5 tentacle rakes +32 melee, or bite +32 melee

Damage: Tentacle rake 2d8+16, bite 4d6+16 plus poison

Face/Reach: 15 ft. by 100 ft. /10 ft.

Special Attacks: Poison

Special Qualities: DR 15/Magic Adamantine, SR 31, Tremorsense, Vermin Traits

Saves: Fort +26, Ref +8, Will +11

Abilities: Str 43, Dex 7, Con 27, Int —, Wis 12, Cha 4

Skills: Listen +10, Spot +7

Climate/Terrain: Warm desert

Organization:Solitary

Challenge Rating: 20

Treasure: None

Alignment: Always neutral

Advancement: 33-64 HD (Colossal)

Level Adjustment: -

True terrors of the desert, megapedes constantly hunt the dunes and sandy plains for food. The desert offers little refuge to creatures fleeing these enormous predators.

A megapede looks like an enormous centipede with a long, segmented body and hundreds of pairs of legs. Its tough, bulbous body is covered with dense orange and brown bristles. The creature’s tremendous mandibles twitch involuntarily when it senses prey. A megapede can grow to more than 100 feet in length.

COMBAT

Megapedes lie in wait just under the sandy surface of the desert, lunging at creatures who wander too near. In a fight, a megapede usually rends its enemy with five vicious claw attacks per round. It reserves its poisonous bite for foes that prove especially daunting.

Poison (Ex): A megapede delivers its poison (Fortitude save DC 34) with each successful bite attack. The initial and secondary damage is the same (2d6 points of Constitution damage and 1d4 points of Dexterity drain).

Tremorsense (Ex): A megapede can automatically sense the location of anything within 120 feet that is in contact with the ground.

Vermin Traits: A megapede is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60-foot range).