Welcome to Monster Mondays. Today we present Urdermata, a radioactive mutated city wrecking elephant from space.
Urdermata CR 20
This immense and ancient pachyderm is covered in patches of fur and scars, a haunting blue light shining between the cracks and wrinkles in its skin, bathing its surrounding in a sickly glow.
AC 36, touch 5, flat-footed 33 (+3 Dex, +31 natural, -8 size)
hp 409 (30d10+240); regeneration 30
Fort +25, Ref +20, Will +15
Defensive Abilities DR 20/adamantine; Immune ability damage, acid, disease, energy drain, mind-affecting effects, paralysis, petrification, poison, polymorph; Resist cold 20, fire 20; SR 30
Speed 80 ft., swim 40 ft. starflight
Melee 2 gores +31 (4d6 + 30 plus impale, slam +31 (2d8+30), 2 stomps +29 (2d8+22 plus poisonous wake)
Ranged rock +25/+20/+15/+10 (2d8+24)
Space 30 ft.; Reach 60 ft.
Special Attacks breath weapon (120-ft line, 25d6 acid, Reflex DC 33 for half and severe radiation, usable every 1d4 rounds), capsizing trample (2d8+24, DC 41), rock throwing (120 ft.)
Str 42, Dex 17, Con 26, Int 3, Wis 20, Cha 15
Base Atk +30; CMB +54 (+58 grapple, +58 overrun, +58 sunder); CMD 64 (68 vs. grapple, overrun and sunder)
Feats Combat Reflexes, Greater Grapple, Greater Overrun, Greater Sunder, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Multiattack, Rapid Grappler, Skill Focus Acrobatics, Skill Focus Perception, Stunning Assault, Power Attack
Skills Acrobatics +9 (+44 when jumping), Perception +38, Survival + 9, Swim + 28 ; Racial Modifiers +8 Swim, +20 Acrobatics when jumping
Languages Sylvan (cannot speak)
SQ hold breath, stellar leaper
Capsizing Trample (Ex)
Urdermata can trample as a full round action, performing an overrun maneuver against any smaller creatures, objects and vehicles in its path. If Urdermata performs an overrun attack while swimming, Urdermata can attempt to capsize any vehicle damaged by its overrun attack. To capsize a vehicle, Urdermata makes a combat maneuver check against DC 25, or the vehicles Pilot check, whichever is higher.
Hold Breath (Ex)
Urdermata can hold its breath a number of rounds equal to 10 times its Constitution score. Urdermata doesn’t need to breathe in space.
Urdermata has the benefits of the grab ability, but only when striking creatures, objects and vehicles of huge size or larger with its gore attacks. Any vehicle currently grappled by Urdermata through its impale ability no longer provides any cover or protection for its crew and passengers against Urdermata’s abilities.
Poisonous Wake (Ex)
Any creature, object or vehicle that urdermata damages with its stomp must make a successful DC 33 Fortitude save or start to shed severe radiation on its surroundings, becoming an additional source for urdermata’s severe radiation aura for one minute. Creatures besides Urdermata are not immune to their own radioactive auras, and any creature subject to multiple radiation auras must make a saving throw against each radiation effect separately.
Creatures who fail the initial saving throw against poisonous wake also become nauseous for one minute.
No form of attack can suppress Urdermata’s regeneration. While Urdermata can be killed, Urdermata does not stay dead, its body reforming in time to once again scour the worlds. The time of Urdermata’s resurrection is not easily measured and is better predicted through prophecy.
Severe Radiation (Ex)
Urdermata constantly emits an aura of severe radiation around itself. Severe Radiation is a poison effect, whose initial effect causes 4d6 Constitution drain, and secondary effect causes 2d6 Strength damage. Severe radiation can be resisted with a DC 30 Fortitude save. A new saving throw must be made each round a creature is exposed to Urdermata’s severe radiation. The strength damage once a day after the initial exposure and requires two consecutive Fortitude saving throws to end. If a creature takes strength damage equal to its strength score, it starts taking constitution damage instead.
Any creature that takes damage from Urdermata’s breath weapon is also afflicted with severe radiation, and has to make an additional saving throw if already afflicted.
Stellar Leaper (Su)
Urdermata uses its Strength to modify Acrobatics checks made to jump, and has a +20 racial bonus on Acrobatics checks made to jump. By running for a full minute, Urdermata can make a jump powerful enough to raise up high enough that its natural starflight ability takes over, letting it leap off of a planet.
Urdermata was an ancient pachyderm, a forgotten precursor of modern mammoths and elephants. Urdermata slumbered somewhere below the surface of the world, resting undisturbed for eons as the rest of its kind, and many of its ancestors died off and were forgotten. Urdermata rested until a starship crashed into the surface, blasting a large crater across the surface, and soaking the ground and Urdermata in the fluids and strange energies of the ship’s alchemical roarengines.
The fluids change Urdermata, warping flesh, and causing the pachyderm to grow in size, even going as far as to cause Urdermata to constantly shed the same radiation that it was doused in. Urdermata’s skin started to crack and peel away, revealing a new constant blue sickly glow. Through all of this, Urdermata was wracked in constant pain, growing over time into unending fury.
Urdermata left the crater of its rebirth, and carved a swath of destruction across the world, besieging and ripping apart city after city, and sinking entire fleets of ships, but in the end, some part of its fragmented broken mind knew that the cause for its suffering didn’t come from the world around it but from the stars.
Aided by the unnatural energies coursing through it, Urdermata started to run and finally leaped off into the skies, chasing after some unknown enemy responsible for its unending torture, travelling from planet to planet, in the hope that with enough destruction Urdermata could finally find the peace and rest that it was denied.
It hasn’t found peace in a dozen worlds.