Mukradi
CREATURE 15Fearsome 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.
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.
This monster can see in all directions simultaneously and therefore can't be flanked.
The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 basic 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 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.
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.
Huge or smaller, leg, DC 36 basic 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).