Cipactli (CR 20)

Colossal Magical Beast (Earth)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, tremorsense 120 ft., Listen +22, and Spot +22


AC: 34 (-8 size, -3 Dex, +35 natural), touch -1, flat-footed 34
Hit Dice: 42d10+630 (861 hp); DR: 15/epic
Fort +38, Ref +22, Will +21
Speed: 40 ft., burrow 40 ft., swim 40 ft.
Space: 30 ft./15 ft.
Base Attack +42; Grapple +74
Attack: Bite +50 melee
Full Attack: Bite +50 melee, 2 claws +48 melee, and tail slap +48 melee
Damage: Bite 4d8+16, claws 4d6+8, tail slap 4d8+8
Special Attacks/Actions: Earthquake, frightful presence, improved grab, swallow whole, trample (2d8+24)
Abilities: Str 42, Dex 4, Con 40, Int 2, Wis 20, Cha 25
Special Qualities: earthen form, low-light vision, regeneration 20, resistance to cold 20, electricity 10, and fire 10,
Feats: Alertness; Awesome Blow; Cleave; Great Cleave; Iron Will; Lightning Reflexes; Improved Bull Rush; Improved Initiative; Improved Natural Attack (bite); Improved Natural Attack (claw); Improved Natural Attack (tail slap); Improved Sunder; Multiattack; Power Attack; Track
Skills: Listen +22, Spot +22, Survival +15, and Swim +29
Advancement: 43-62 HD (colossal)
Climate/Terrain: Underground
Organization: Solitary
Treasure: None

Source: Dragon #317

Combat

When a cipactli spots prey, it usually growls or stomps the earth to paralyze its foes with fear, then consumes them with minimal effort. A cipactli that engages in true combat becomes a terrible force of destruction, knocking foes hither and yon with its tail slap as it tears down the world around itself. A cipactli can burrow through stone at full speed and metals at half speed. A cipactli's natural attacks are treated as adamantine and epic for the purposes of overcoming damage reduction.

Earthquake (Su): As a full-round action, a cipactli can cause the ground to tremble and shake by stomping the earth. This effect functions like an earthquake spell (caster level 20th) in a 200-foot-radius spread centered on the cipactli. If the cipactli continues to stomp until its next turn, it can continue the earthquake effect. Once it stops stomping, it must wait 1d4 rounds before using this ability again.

Frightful Presence (Ex): When a cipactli attacks or uses its earthquake attack, every creature within 200 feet must make a DC 38 Will save. Failure means the creature is paralyzed with fear if it has 10 or fewer HD, or panicked if it has 11 or more HD. Both of these effects last for 4d6 rounds. Success renders the creature immune to that cipactli's frightful presence for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a cipactli must hit with its bite 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 an attempt to swallow the foe the following round.

Earthen Form (Ex): A cipactli is immune to any attack or effect requiring a Fortitude save unless it also works on objects.

Regeneration (Ex): Acid and sonic attacks deal normal damage to a cipactli. If a cipactli loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach a severed member instantly by holding it to the stump.

Swallow Whole (Ex): A cipactli can try to swallow a grabbed opponent at least two size categories smaller than itself by aking a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 4d6+4 points of acid damage per round from the cipactli's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 27). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A cipactli's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Trample (Ex): DC 47 Reflex half. The save DC is Strength-based.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.