Kaiju Eviscerator Beetle
Eviscerator Beetle
CE Colossal Undead
Init +8;
Senses Darkvision 60', see invisibility; Listen +7, Spot +33
Auras Maddening Chitter 360'
AC 51 (-8 Size, +4 Dex, +45 Natural); Touch 6, Flat-Footed 47
hp 447 (58 HD); Fast healing 20, Worm Healing, DR 15/Epic and DR 10/Silver
Immune Undead traits, Immunity to cold, immune to mind-influencing effects.;
SR 35
Resist Resistance to acid, sonic, and electricity 50, Absorb sonic energy
Fort +21,
Ref +25,
Will +33
Speed 60 ft.
Melee Bite +47 (12d6+25 plus 2d6/15-20) and
Claw +45/+45 (4d6+12/19-20)
Space/Reach 40 ft. x 40 ft./20 ft.
Base Atk +29;
Grp +70
Atk Options Breath Weapon (Acid), Necrotic Bite, Energized Attack (Sonic), Swallow Whole, Death Throes, Battle Frenzy, Trample
Def Options Reflect Spells, Worm Healing
Special Actions Maddening Chitter
Spell-Like Abilities 1/day -- Earthquake (DC 20), haste
3/day -- Cloudkill (DC 17)
Abilities Str 61, Dex 18, Con 10, Int 2, Wis 10, Cha 34
Feats Combat Reflexes, Great Fortitude, Improved Critical (Bite, Claw), Improved Initiative, Improved Natural Armor x3, Improved Natural Attack (Bite, Claw), Improved Toughness, Iron Will, Lightning Reflexes, Multiattack, Toughness x3, Weapon Focus (Bite, Claw)
Skills Listen +7, Search +3, Spot +33
Augmented Critical (Ex): An eviscerator beetle's bite attack threatens a critical hit of an 18-20.
Maddening Chitter (Su): The clicking chatter of the eviscerator beetle's mandibles is hypnotic, and living creatures enthralled by the sound do nothing but clutch at their skulls, trying in vain to rid their minds of the terrible sound. At the beginning of the beetle's action, all living creatures within 360 feet that can hear the beetle's chittering must make a DC 51 Will save or be unable to take any actions that round. For every additional beetle within range of the target creature, the DC to resist the maddening chitter is increased by 2. This is a sonic, mind-affecting effect. The save DC is Charisma based.
Necrotic Bite (Su): Necrotic energy courses through the eviscerator beetle. This energy infuses the creature's mandibles with the raw energy of undeath, causing them to inflict an extra 2d6 points of damage from the negative energy with each successful melee attack. This extra damage is not multiplied on a successful critical hit, and heals undead rather than harms them.
Worm Healing (Su): Eviscerator beetles are healed by the horrid power caught in the writhing worms of Kyuss. As a full-round action that provokes attacks of opportunity, a hound of Kyuss can consume an adjacent wormswarm. This heals the hound of Kyuss of all damage and removes any conditions removed by the
heal spell. The wormswarm is completely destroyed, but makes no move to defend itself from this consumption.
Battle Frenzy (Ex): When the kaiju is reduced to 25% of its maximum hit point total, it gains a +4 bonus to Strength and can make an additional melee attack with its primary natural attack each round at a -5 penalty. These benefits cease if the kaiju is healed above 25% of its maximum hit point total or is reduce to 0 hit points or less.
Breath Weapon (Acid) (Su): The kaiju can use its breath weapon once every 1d4 rounds. The breath weapon takes the form of a line of acid (10' wide and tall) with a length of 100 feet, and does 10d6 points of damage. Reflex DC 39 for half damage.
Energized Attack (Sonic) (Su): As a standard action once per minute, the kaiju can unfuse its natural attacks with sonic energy. This lasts for 1d4+1 rounds; during this time, all the kaiju's melee attacks do an extra 3d6 sonic damage. This damage is not multiplied on a critical hit.
Trample (Ex): As a standard action during its turn each round, the kaiju can run over an opponent of Gargantuan size or smaller. The kaiju has merely to move over the opponent. The trample deals 4d12+25 damage. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves for half damage (Reflex DC 64).
Absorb Energy (Sonic) (Su): Any damage from sonic energy that penetrates the sonic resistance 50 is absorbed and converted into temporary hit points that last for ten minutes before vanishing.
Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate the kaiju's spell resistance are reflected back upon their caster.
Death Throes (Su): When killed, the kaiju explodes in a burst of acidic energy that deals 20d6 points of damage to everything within 100 ft. Creatures in this region must make Reflex saving throws to take half damage (DC 39).
See Invisibility (Su): The kaiju can continuously
see invisiblity as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.