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Summoned Creature: GroundpedeThis 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.

As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.

Groundpede (CR 8)

XP 4,800
N Huge Divine / Unholy Magical Beast [(holy/shadow)]
Init +6; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness]; Perception +15
[Aura Sacred Aura/Profane Aura]

DEFENSE

AC 17, touch 10, flat-footed 15 (+2 dex, +7 natural, -2 size)
hp 94 (9d10+45)
Fort +10, Ref +8, Will +3
DR 5/-
[Defensive Abilities Blend in Light/Shadow Blend]
Immune mind-affecting effects
Resist earth 10, [holy 15/shadow 15]
Weakness Ice, [shadow/holy]

OFFENSE

Speed 40 ft. [50ft], Climb 40 ft. [50ft]
Melee Bite +11 (2d6+4 [+1d10 holy/shadow] plus poison), Sting +11 (2d6+4 [+1d10 holy/shadow] plus poison)
Space 15 ft; Reach 15 ft.
Special Attack Earthquake

STATISTICS

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

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d2 rounds as a standard action, the groundpede can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+4 x 1.5 for total damage.

Earthquake (Su)

Once every 1d3+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save (DC 14) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell (Knowledge: Arcana 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.

Divine – Sacred Aura (Su)

A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 2d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.

Divine – Blend in Light (Su)

In areas of bright light, divine creatures are invisible. As with greater invisibility, they may attack and still remain invisible. In dim or darker shadowy illumination, a divine creature loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. A divine creature can suspend or resume this ability as a free action. This ability does not activate from their Sacred Aura.

Unholy – Profane Aura (Su)

An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 2d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.

Unholy – Shadow Blend (Su)

In any illumination other than bright light, an unholy creature blends into the shadows, giving it concealment (20% miss chance). An unholy creature can suspend or resume this ability as a free action. This ability does not activate from their Profane Aura.