DuneshakerThis enormous spiderlike creature has a tremendous pair of
jagged fangs as menacing as its oversized claws.Duneshaker CR 18Source Bestiary 6 pg. 256 XP 153,600 N Colossal vermin Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16DefenseAC 33, touch 10, flat-footed 25 (+8 Dex, +23 natural, –8 size) hp 290 (20d8+200) Fort +22, Ref +14, Will +14 Immune mind-affecting effectsOffenseSpeed 60 ft., burrow 30 ft. Melee bite +26 (4d6+19), 2 claws +26 (2d8+19) Space 30 ft., Reach 30 ft. Special Attacks pounce, rend (2 claws, 2d8+19), venom sprayStatisticsStr 48, Dex 27, Con 31, Int —, Wis 26, Cha 3 Base Atk +15; CMB +42; CMD 60 (72 vs. trip) Skills Perception +16, Stealth +4 (+28 in deserts); Racial
Modifiers +8 Perception, +12 Stealth (+36 in deserts)EcologyEnvironment warm deserts Organization solitary Treasure noneSpecial AbilitiesVenom Spray (Ex) Once every 1d4 rounds as a swift action, a duneshaker can spew toxin in a 30-foot cone. A creature in this area must succeed at a DC 30 Reflex save or be exposed to the duneshaker’s poison (see below). The save DC is Constitution-based.
Duneshaker Poison: Spray—contact; save Fort DC 30; frequency 1/round for 6 rounds; effect 1d4 Con damage plus permanent blindness; cure 2 consecutive saves.DescriptionThe largest of the known solifugids in the entire world, the duneshaker has a fearsome reputation for dealing death and destruction to caravans and other travelers in the deep desert. Beyond its reputation for carnage, the beast also is known for its extreme toxicity.
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