03-06-2017, 12:39 PM
(This post was last modified: 06-08-2017, 10:11 PM by Fortheseen.)
Centipede Family
Ankheg
This orange creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 10 XP 9600
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +18
AC 22, touch 10, flat-footed 20(+2 dex, +12 natural, -2 size)
hp 126(12d10+60)
Fort +12, Ref +10, Will +4
Immune earth, mind-affecting effects
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +15(2d6+5 plus poison), Sting +15(2d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake
Str 20, Dex 15, Con 19, Int -, Wis 10, Cha 2
Base Atk +12; CMB +19; CMD 31(can't be tripped)
Feats Furious Focus, Improved Initiative, Power Attack, Skill Focus(Perception), Toughness, Vital Strike
Skills Climb +22, Perception +18, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d3+1 rounds, an ankheg can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Bite or sting — injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Andagranda
This king of a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger and also likes to create massive earthquakes with its mighty stinger.
CR 15 XP 51200
N Gargantuan Magical Beast
Init: +7; Senses Darkvision 60 ft.; Perception +18
AC 25, touch 9, flat-footed 22(+3 dex, +16 natural, -4 size)
hp 201(16d10+128)
Fort +17, Ref +15, Will +5
Immune earth, mind-affecting effects
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +22(3d6+9 plus poison), Sting +21(3d6+9 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attack Earthquake, Magnitude 8
Str 28, Dex 16, Con 24, Int -, Wis 10, Cha 2
Base Atk +16; CMB +29; CMD 42(can't be tripped)
Feats Furious Focus, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness, Vital Strike, Weapon Focus(Bite)
Skills Climb +25, Perception +22, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d2 rounds, an andagranda can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 21) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Magnitude 8(Su)
Once every 1d6+1 rounds, an andagranda can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 26) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Poison(Ex)
Bite or sting — injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 2d6 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Centipede
This brown lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 1/2 XP 200
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +4
AC 14, touch 12, flat-footed 12(+2 dex, +2 natural)
hp 5(1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects; Resist earth 5
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +2(1d6-1 plus poison)
Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2
Base Atk +0; CMB -1; CMD 11(can't be tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
Poison(Ex)
Bite — injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Groundpede
This purple creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 7 XP 3200
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +15
AC 17, touch 10, flat-footed 15(+2 dex, +7 natural, -2 size)
hp 94(9d10+45)
Fort +10, Ref +8, Will +3
Immune mind-affecting effects; Resist earth 10
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +11(2d6+4 plus poison), Sting +11(2d6+4 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake
Str 19, Dex 15, Con 18, Int -, Wis 10, Cha 2
Base Atk +9; CMB +15; CMD 27(can't be tripped)
Feats Improved Initiative, Power Attack, Skill Focus(Perception), Toughness
Skills Climb +19, Perception +15, Stealth +14; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d4+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Bite or sting — injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Hundlegs
This gray armored lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 2 XP 400
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +6
AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 23(3d8+9)
Fort +5, Ref +4, Will +1
Immune mind-affecting effects; Resist earth 5
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d6+1 plus poison), Sting +5(1d6+1 plus poison)
Str 12, Dex 16, Con 14, Int -, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 16(can't be tripped)
Feats Toughness, Weapon Finesse
Skills Climb +14, Perception +6, Stealth +13; Racial Modifiers +4 Perception, +8 Stealth
Poison(Ex)
Bite or sting — injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Redlegs
This large red armored lengthy, segmented horror writhes and twists, pulsing its fiery mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +6; Senses Darkvision 60 ft.; Perception +8
AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, fire 10
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 fire damage), Sting +5(1d8+3 plus 1d6 fire damage)
Space 10 ft.; Reach 10 ft.
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
Remorazz
This large blue armored lengthy, segmented horror writhes and twists, pulsing its icy mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +7; Senses Darkvision 60 ft.; Perception +8
AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, ice 10
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 ice damage), Sting +5(1d8+3 plus 1d6 ice damage)
Space 10 ft.; Reach 10 ft.
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
Ankheg
This orange creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 10 XP 9600
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +18
AC 22, touch 10, flat-footed 20(+2 dex, +12 natural, -2 size)
hp 126(12d10+60)
Fort +12, Ref +10, Will +4
Immune earth, mind-affecting effects
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +15(2d6+5 plus poison), Sting +15(2d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake
Str 20, Dex 15, Con 19, Int -, Wis 10, Cha 2
Base Atk +12; CMB +19; CMD 31(can't be tripped)
Feats Furious Focus, Improved Initiative, Power Attack, Skill Focus(Perception), Toughness, Vital Strike
Skills Climb +22, Perception +18, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d3+1 rounds, an ankheg can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Bite or sting — injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Andagranda
This king of a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger and also likes to create massive earthquakes with its mighty stinger.
CR 15 XP 51200
N Gargantuan Magical Beast
Init: +7; Senses Darkvision 60 ft.; Perception +18
AC 25, touch 9, flat-footed 22(+3 dex, +16 natural, -4 size)
hp 201(16d10+128)
Fort +17, Ref +15, Will +5
Immune earth, mind-affecting effects
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +22(3d6+9 plus poison), Sting +21(3d6+9 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attack Earthquake, Magnitude 8
Str 28, Dex 16, Con 24, Int -, Wis 10, Cha 2
Base Atk +16; CMB +29; CMD 42(can't be tripped)
Feats Furious Focus, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness, Vital Strike, Weapon Focus(Bite)
Skills Climb +25, Perception +22, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d2 rounds, an andagranda can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 21) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Magnitude 8(Su)
Once every 1d6+1 rounds, an andagranda can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 26) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).
Poison(Ex)
Bite or sting — injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 2d6 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Centipede
This brown lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 1/2 XP 200
N Medium Vermin
Init: +2; Senses Darkvision 60 ft.; Perception +4
AC 14, touch 12, flat-footed 12(+2 dex, +2 natural)
hp 5(1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects; Resist earth 5
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +2(1d6-1 plus poison)
Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2
Base Atk +0; CMB -1; CMD 11(can't be tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
Poison(Ex)
Bite — injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Groundpede
This purple creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
CR 7 XP 3200
N Huge Magical Beast
Init: +6; Senses Darkvision 60 ft.; Perception +15
AC 17, touch 10, flat-footed 15(+2 dex, +7 natural, -2 size)
hp 94(9d10+45)
Fort +10, Ref +8, Will +3
Immune mind-affecting effects; Resist earth 10
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +11(2d6+4 plus poison), Sting +11(2d6+4 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attack Earthquake
Str 19, Dex 15, Con 18, Int -, Wis 10, Cha 2
Base Atk +9; CMB +15; CMD 27(can't be tripped)
Feats Improved Initiative, Power Attack, Skill Focus(Perception), Toughness
Skills Climb +19, Perception +15, Stealth +14; Racial Modifiers +4 Perception, +8 Stealth
Earthquake(Su)
Once every 1d4+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save(DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell(DC 23).
Poison(Ex)
Bite or sting — injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Hundlegs
This gray armored lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
CR 2 XP 400
N Medium Vermin
Init: +3; Senses Darkvision 60 ft.; Perception +6
AC 17, touch 13, flat-footed 14(+3 dex, +4 natural)
hp 23(3d8+9)
Fort +5, Ref +4, Will +1
Immune mind-affecting effects; Resist earth 5
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d6+1 plus poison), Sting +5(1d6+1 plus poison)
Str 12, Dex 16, Con 14, Int -, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 16(can't be tripped)
Feats Toughness, Weapon Finesse
Skills Climb +14, Perception +6, Stealth +13; Racial Modifiers +4 Perception, +8 Stealth
Poison(Ex)
Bite or sting — injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Redlegs
This large red armored lengthy, segmented horror writhes and twists, pulsing its fiery mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +6; Senses Darkvision 60 ft.; Perception +8
AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, fire 10
Weakness Ice
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 fire damage), Sting +5(1d8+3 plus 1d6 fire damage)
Space 10 ft.; Reach 10 ft.
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
Remorazz
This large blue armored lengthy, segmented horror writhes and twists, pulsing its icy mandibles in search of prey.
CR 4 XP 1200
N Large Vermin
Init: +7; Senses Darkvision 60 ft.; Perception +8
AC 16, touch 11; flat-footed 14(+2 dex, +5 natural, -1 size)
hp 50(6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, ice 10
Speed 40 ft., Climb 40 ft.
Melee Bite +5(1d8+3 plus 1d6 ice damage), Sting +5(1d8+3 plus 1d6 ice damage)
Space 10 ft.; Reach 10 ft.
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18(can't be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.