Pyroclastic MukradiCreature 15
Source Pathfinder #219: Lord of the Trinity Star
Perception +27 (darkvision, tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +32
Str +9, Dex +4, Con +7, Int -3, Wis +6, Cha +0
AC 37 all-around vision; Fort +32; Reflex +23; Will +26;
HP 300
Speed 60 feet (burrow 60 feet, climb 60 feet)
Immunities fire
Resistances Electricity 20, Poison 20, Mythic 15
Flame 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 SlashingSmoke Maw
+32 (+27, +22) to hit (magical, reach 20) 2d12+17 Piercing + 3d6 PoisonTremorsense (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.
Remove a Condition
(concentrate)Cost 1 Mythic Point
Effect The pyroclastic mukradi ends one condition affecting them.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Mythic Resilience (Fortitude)The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
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.
- Flame Maw (fire) 60-foot cone of fire dealing 16d6 fire damage.
- Shock Maw (electricity) 120-foot line of electricity dealing 16d6 electricity damage.
- Smoke Maw (poison) 60-foot cone of toxic smoke dealing 16d6 poison damage.
The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Pull Apart
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.
Recharge
(concentrate)Cost 1 Mythic Point
Effect The pyroclastic mukradi gains one additional use of Breathe Energy.
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
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.