MukradiCreature 15
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
+32 (+27, +22) to hit (magical, reach 20) 3d6 Acid + 2d12+17 PiercingFlame Maw
+32 (+27, +22) to hit (magical, reach 20) 2d12+17 Piercing + 3d6 FireShock Maw
+32 (+27, +22) to hit (magical, reach 20) 3d6 Electricity + 2d12+17 PiercingLeg
+32 (+28, +24) to hit (agile, magical, reach 15) 2d10+17 PiercingTail Lash
+32 (+27, +22) to hit (magical, reach 30) 3d10+17 SlashingTremorsense (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 VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Partitioned Anatomy
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 to Breathe Energy during that time. This ability can't be used if all the mukradi's heads are dormant.
Spitting Rage
Trigger A creature scores a critical hit on the mukradi
Effect The mukradi's Breathe Energy recharges. It can use Breathe Energy immediately as part of this reaction. It can't use this reaction again until it recharges Breathe Energy naturally.
Breathe Energy
(primal)The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 reflex save.
The mukradi can't Breathe Energy again for 1d4 rounds.
- Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.
- Flame Maw (fire) 60-foot cone of fire dealing 16d6 fire damage.
- Shock Maw (electricity) 120-foot line of electricity dealing 16d6 electricity damage.

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 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
The mukradi Strikes once against each creature in its reach. It can make one of these Strikes with each of its maws, one with its tail lash, and the rest 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
Huge or smaller, leg, DC 36 reflex
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
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of ways to kill, burn, and dismember. A version of the mukradi that dwells in the Darklands 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
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.