You are on page 1of 3

Crawmerax the Invincible

Alignment: Always Neutral

There is an ancient tale in these parts of a massive beast that used to roam the sea.
This is way back when there was water and everything. The tales have been passed
down from generation to generation. His name was Crawmerax and its said that he
was invincible.

Crawmerax the Invincible is a fully grown Crab Worm with a heavily armored and
spiked shell. He looks like a titanic version of a Larva Crab Worm and is the guardian
of the Vault of legend.

Size type: Colossal Magical Beast


HD 45d10+540
Inititative: +3
Speed: 30 ft, 50 ft burrowing, 60 ft swimming
AC: 50 (-8 Size, +3 Dex, +45 natural armor)
BAB: +45
Grapple: +60
Face/Reach: 30ft./20ft.
Attack: Claw + 52 melee (2d8 + 15)
Full Attack: 4 Claws + 52 melee (2d8 +15), Bite + 52 melee (4d6 +7), Slam + 52 melee
(2d8 +7)
Saves: Fort +36, Ref +27, Will +17
Abilities: Str 40, Dex 16, Con 34, Int 4, Wis 16, Cha 14
Special Attack: Breath Attack, Shock Slam, Constrict, Restrained Slam
Special Quality: Immunity to Poison, Disease, Ability Damage and Energy Drain,
Tremorsense 300 ft, Frightful Presence, Darkvision 60 ft, Low-light Vision,
Amphibious, Armor of Crawmerax, Detach Limbs
Skills: Listen +15, Search +10, Spot +15, Survival +15, Swim +15, Jump +20
Feats: Power Attack, Cleave, Great Cleave, Blind-Fight, Leap Attack, Awesome Blow,
Improved Bullrush, Improved Natural Armor (9)
Environment: The Vault
Organization: Brood 10-15 Crabworms
Advancement: 46+ (Colossal)

COMBAT
Crawmerax attacks with its claws, teeth and its entire body. Crawmerax’s natural
weapons are treated as epic weapons for the purpose of overcoming damage reduction.

Frightful Presence (Su): Crawmerax can inspire terror by charging or attacking.


Affected creatures must succeed on a DC 35 Will save or become shaken, remaining in
that condition as long as they remain with 60 feet of Crawmerax. The save DC is
Charisma-based.

Improved Grab (Ex): To use this ability, Crawmerax must hit a Huge or smaller
opponent with its claw attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check, it establishes a
hold and can use its Crush ability. Crawmerax can hold up to 4 creatures at a time.

Crush (Ex): Crawmerax deals 2d8 + 15 points of damage with a successful grapple
check.

Shock Slam (Ex): As a full-round action, Crawmerax can slam on a solid surface and
create a shock wave that radiates out from its space and continues for 250 feet. It must
then make a bull rush attack by rolling once regardless of how many creatures are in the
radius. Every creature in the radius makes a Strength check and compares it to the bull
rush roll. Those who fail their opposed checks are knocked down. All within the radius,
whether able to make a successful strength check or not, structures and unattended
objects included take damage equal to 4d8 + 45 (or strength bonus x3).
Armor of Crawmerax (Ex): The armor of Crawmerax is impervious to Fire, Acid,
Shock, Ice, Sonic, Force, Rays, Lines, and Cones. However, its flesh is not, a well placed
shot can be launched to bypass this armor. All touch attacks using these elements or
manner of attack must still roll against Crawmerax’s natural armor regardless. Spells that
don’t need to be aimed like Magic Missile or Fireball are negated regardless.

Breath Weapon (Su): Crawmerax has a breath weapon which is a cone of


flesh-corrosive gas of 60ft. This attack deals 24d8 of acid damage with a reflex save of
37 for half damage. Crawmerax can use this attack every 1d6 turns.

Detach Limbs (Ex): Instead of taking massive damage, if Crawmerax sustains damage
constituting massive damage Crawmerax rolls a fortitude save with a DC of 60, if
Crawmerax fails this save it loses one of its limbs, the limbs it is in risk of losing are one
of its four claws, its eye, or its back carapace, losing a limb causes Crawmerax to lose
some of its abilities, losing a claw causes it to lose one of its claw attacks on a full attack
roll and the ability to grapple one creature, losing its eye causes it to go blind
permanently (it can still use its tremorsense), and losing its carapace causes to lose 15
points of its natural armor.

To determine the limb lost, the player that inflicted the massive damage rolls a d6 and
calls a number. Calling the right number allows the player to select a limb, failing to
call the right number means the DM decides what limb to lose. The more limbs
removed the more numbers the player can call, for example, if Crawmerax has yet to
lose a limb the player can only call one number, if it has already lost one limb the player
can call two numbers on the next detachment roll, two limbs mean the player can call
three numbers, and so on and so forth.

Amphibious (Ex): Although Crawmerax is aquatic, he can survive indefinitely on


land.

You might also like