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From Pathfinder Bestiary 2, which isn't enabled.

Duneshaker Solifugid

CREATURE 18

The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of mammoths or even larger.


Perception +30; darkvision, tremorsense (imprecise) 30 feet
Skills Acrobatics +33, Athletics +35, Stealth +33
Str +9, Dex +7, Con +7, Int -5, Wis +4, Cha -4
Tremorsense 30 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.


AC 42; Fort +31, Ref +33, Will +28
HP 340

Speed 50 feet, burrow 25 feet, climb 25 feet
Melee Jaws +35 (reach 10, unarmed), Damage 4d10+17 piercing
Melee Claw +35 (agile, reach 20, unarmed), Damage 3d10+17 slashing
Earth Shaker (move)

Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a move action it's using, that creature must succeed at a DC 39 Reflex save or fall Prone.

Pounce

The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action Hidden, it remains hidden until after this ability's Strike.

Rend

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

Effect The monster automatically deals that Strike's damage again to the enemy.

Venom Spray (poison)

The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is Blinded for 1d6 rounds (or permanently on a critical failure).

The duneshaker solifugid can't use Venom Spray again for 1d4 rounds.

Pathfinder Bestiary 2OGL