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There is a Legacy version here.

PFS StandardMukradi

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.

Recall Knowledge - Beast (Arcana, Nature): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak MukradiCreature 14

Gargantuan Beast 
Source Monster Core pg. 233
Perception +24; darkvision, tremorsense (imprecise) 60 feet
Skills Athletics +30
Str +9, Dex +0, Con +7, Int -3, Wis +3, Cha +0
AC 35 all-around vision; Fort +30, Ref +21, Will +24
HP 280; Resistances acid 20, electricity 20, fire 20
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 to Breathe Energy 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 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.
Speed 60 feet, burrow 60 feet, climb 60 feet
Melee [one-action] acid maw +30 [+25/+20] (magical, reach 20 feet), Damage 2d12-2+17 piercing plus 3d6 acidMelee [one-action] flame maw +30 [+25/+20] (magical, reach 20 feet), Damage 2d12-2+17 piercing plus 3d6 fireMelee [one-action] shock maw +30 [+25/+20] (magical, reach 20 feet), Damage 2d12-2+17 piercing plus 3d6 electricityMelee [one-action] leg +30 [+26/+22] (agile, magical, reach 15 feet), Damage 2d10-2+17 piercingMelee [one-action] tail lash +30 [+25/+20] (magical, reach 30 feet), Damage 3d10-2+17 slashing plus KnockdownBreathe Energy [two-actions] (primal) The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 34 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.
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 34 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 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 [three-actions] Huge or smaller, leg, DC 34

Sidebar - Additional Lore From a God's Nightmares

The first mukradis are rumored to have spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out their unconscious mind and used their flesh to transition into the mortal realm. This legend is likely nothing more than fancy, but it certainly speaks to the deadly nature of these immense monsters.