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MukradiCreature 15


NGargantuanBeast
Source Pathfinder Bestiary
Perception +24 (darkvision, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +32
Str +9, Dex +0, Con +7, Int -3, Wis +3, Cha +0

AC 37 all-around vision; Fort +32; Reflex +23; Will +26;
HP 300
Speed 60 feet (burrow 60 feet, climb 60 feet)
Resistances Acid 20, Electricity 20, Fire 20

Acid Maw One Action +32 (+27, +22) to hit (magical, reach 20) 3d6 Acid + 2d12+17 Piercing
Flame Maw One Action +32 (+27, +22) to hit (magical, reach 20) 2d12+17 Piercing + 3d6 Fire
Shock Maw One Action +32 (+27, +22) to hit (magical, reach 20) 3d6 Electricity + 2d12+17 Piercing
Leg One Action +32 (+28, +24) to hit (agile, magical, reach 15) 2d10+17 Piercing
Tail Lash One Action +32 (+27, +22) to hit (magical, reach 30) 3d10+17 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Partitioned Anatomy Free Action

Trigger The mukradi would be Confused, Paralyzed, Slowed, or Stunned.


Effect The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or Breath Weapon during that time. This ability can't be used if all the mukradi's heads are dormant.

Spitting Rage Reaction

Trigger A creature scores a critical hit on the mukradi.


Effect The mukradi's Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can't use this reaction again until it recharges its Breath Weapon naturally.

Breath Weapon Two Actions (evocation, primal)

The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a basic Reflex save.

The mukradi can't use Breath Weapon again for 1d4 rounds.

Pull Apart Two Actions

The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made.

Thrash Two Actions

The mukradi Strikes once against each creature in its reach. It can Strike up to once with each maw, once with its tail lash, and any number of times with its legs. Each attack takes a -2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made.

Trample Three Actions

Huge or smaller, leg, DC 36 basic reflex save


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.


Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi is rumored to exist. It's said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.