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Mukradi

Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi 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

MukradiCreature 15

NGargantuanBeast
Source Bestiary pg. 239
Perception +24; darkvision, tremorsense (imprecise) 60 feet
Skills Athletics +32
Str +9, Dex +0, Con +7, Int -3, Wis +3, Cha +0
AC 37 all-around vision, Fort +32, Ref +23, Will +26
HP 300
Partitioned Anatomy Free ActionFree 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 Breath Weapon during that time. This ability can’t be used if all the mukradi’s heads are dormant.
Spitting Rage ReactionReaction Trigger A creature scores a critical hit on the mukradi. Effect The mukradi’s Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It cant use this reaction again until it recharges its Breath Weapon naturally.
Speed 60 feet, burrow 60 feet, climb 60 feet
Melee Single ActionSingle Action acid maw +32 (magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 acidMelee Single ActionSingle Action flame maw +32 (magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 fireMelee Single ActionSingle Action shock maw +32 (magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 electricityMelee Single ActionSingle Action leg +32 (agile, magical, reach 15 feet), Damage 2d10+17 piercingMelee Single ActionSingle Action tail lash +32 (magical, reach 30 feet), Damage 3d10+17 slashing plus KnockdownBreath Weapon Two ActionsTwo Actions (evocation, primal) 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 use Breath Weapon 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 ActionsTwo 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 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.Thrash Two ActionsTwo Actions The mukradi Strikes once against each creature in its reach. It can Strike up to once with each maw, once with its tail lash, and any number of times 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 ActionsThree Actions Huge or smaller, leg, DC 36

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 its unconscious mind and used its 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.