This orange 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.
Ankheg (CR 12)
XP 19,200
N Huge Divine / Unholy Magical Beast [(holy/shadow)]
Init +6; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness]; Perception +18
[Aura Sacred Aura/Profane Aura]
DEFENSE
AC 22, touch 10; flat-footed 20 (+2 dex, +12 natural, -2 size)
hp 126 (12d10+60)
Fort +12, Ref +10, Will +4
DR 5/-
[Defensive Abilities Blend in Light/Shadow Blend]
Immune Earth, Mind-affecting effects
[Resist holy 15/shadow 15]
Weakness Ice, [shadow/holy]
OFFENSE
Speed 40 ft. [50ft], Climb 40 ft. [50ft]
Melee Bite +15 (2d6+5 [+2d6 holy/shadow] plus poison), Sting +15 (2d6+5 [+2d6 holy/shadow] plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks Critical Attack, Earthquake, [Sacredness/Profane Attacks]
STATISTICS
Str 20, Dex 15, Con 19, Int –, Wis 10, Cha 2
Base Atk +12; CMB +19; CMD 31 (can’t be tripped)
Feats Furious Focus, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness, Vital Strike
Skills Climb +22, Perception +18, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Critical Attack (Ex)
As a standard action, the ankheg can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+5 x 1.5 for total damage.
Poison (Ex)
Bite or sting — injury; save Fort DC 22; 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.
Earthquake (Su)
Once every 1d3+1 rounds, an ankheg can cause the ground to erupt around it within a 30-ft.-radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect must make a Reflex save (DC 18) for half damage and negates the status effect. Blue mage may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
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 3d6 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.
Divine – Sacredness (Su)
Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
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 3d6 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.
Unholy – Profane Attacks (Su)
Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.