Megapede
Colossal Vermin

Hit Dice: 32d8+256 (400 hp)
Initiative: -2
Speed:80 ft., burrow 20 ft.
AC: 18 (-8 size, -2 Dex, +18 natural), touch 0, flat-footed 18
Attacks: 5 tentacle rakes +32 melee, or bite +32 melee
Damage: Tentacle rake 2d8+16, bite 4d6+16 plus poison
Face/Reach: 15 ft. by 100 ft. /10 ft.
Special Attacks: Poison
Special Qualities: DR 15/Magic Adamantine, SR 31, Tremorsense, Vermin Traits
Saves: Fort +26, Ref +8, Will +11
Abilities: Str 43, Dex 7, Con 27, Int —, Wis 12, Cha 4
Skills: Listen +10, Spot +7
Climate/Terrain: Warm desert
Organization:Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 33-64 HD (Colossal)
Level Adjustment: -
True terrors of the desert, megapedes constantly hunt the dunes and sandy plains for food. The desert offers little refuge to creatures fleeing these enormous predators.
A megapede looks like an enormous centipede with a long, segmented body and hundreds of pairs of legs. Its tough, bulbous body is covered with dense orange and brown bristles. The creature’s tremendous mandibles twitch involuntarily when it senses prey. A megapede can grow to more than 100 feet in length.
COMBAT
Megapedes lie in wait just under the sandy surface of the desert, lunging at creatures who wander too near. In a fight, a megapede usually rends its enemy with five vicious claw attacks per round. It reserves its poisonous bite for foes that prove especially daunting.
Poison (Ex): A megapede delivers its poison (Fortitude save DC 34) with each successful bite attack. The initial and secondary damage is the same (2d6 points of Constitution damage and 1d4 points of Dexterity drain).
Tremorsense (Ex): A megapede can automatically sense the location of anything within 120 feet that is in contact with the ground.
Vermin Traits: A megapede is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). It also has darkvision (60-foot range).