Megapede

A furred centipede up to 150 feet long that tunnels beneath the desert dunes, rising to devour caravans with venomous jaws and a formidable arsenal of psionic powers.

Setting: Dark Sun · Sources: MC12 Dark Sun Appendix I - Terrors of the Desert

Appearance

A megapede is built like an ordinary centipede scaled up to monstrous size. Its segmented body runs 100 to 150 feet, with a pair of five-foot legs roughly every two feet, each ending in flexible claws. Instead of hard plates, a bulbous, fur-covered hide serves as a sort of false exoskeleton.

Combat

Alternatively it bites with its huge jaws for 3d10, giving up its leg attacks that round; a bitten creature must save vs. poison or lose another 20 hit points, or just 1d3 on a success.

It can also use two different psionic powers per round if it skips melee that round. Like many desert-world creatures, it keeps its psionic defenses always active, still paying their PSP cost but free to use them alongside anything else. Sciences: death field, detonate, disintegrate, energy containment, mind link, project force, psionic blast, tower of iron will. Devotions: contact, ego whip, mind thrust, mental barrier, thought shield, intellect fortress, psionic crush, aversion, reduction, double pain, chameleon power, biofeedback, soften.

Habitat and Society

Apart from the world's dragon-tyrant and a few legendary horrors, megapedes are the greatest peril of desert travel. Too large to hide, most stay buried and surface only to eat passersby. They love herds of scale-runners and even pack insects, yet can live on plants alone for weeks.

To breed, it seeks an isolated spot, ideally among the stony wastes of the city-state heartlands, and spins a cocoon near 60 feet long holding up to three eggs. Young emerge after four or five weeks at 20 to 30 feet long and reach full size within three months. The parent instinctively fights anything that threatens the cocoon but is not otherwise protective.

Ecology

Megapede claws make excellent arrowheads and quarrel tips that add +1 to damage without being magical. The poison sacs can be harvested; their Class B venom stays potent for about a month before drying out.

More: Monsters starting with M · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainSandy wastes, salt flats
FrequencyVery Rare
OrganizationSolitary
Activity CycleNight
DietOmnivore
IntelligenceAnimal (1)
TreasureNil
AlignmentNeutral
No. Appearing1-4
Armor Class3
Movement12
Hit Dice10
THAC011
No. of Attacks5 or 1
Damage/Attack1-6 (×5) or 3-30
Special AttacksPoison (Class B)
Special DefensesNil
Magic ResistanceNil
SizeGargantuan (100-150' long)
MoraleSteady (11-12)
XP Value4,000

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
73/7/10MT,PB,EW,PsC/TS,MB,IF,TW15150

Psychokinesis - Sciences: detonate, disintegrate, project force; Devotion: soften.

Psychometabolism - Sciences: death field, energy containment; Devotions: biofeedback, chameleon power, double pain, reduction.

Telepathy - Sciences: mind link, psionic blast, tower of iron will; Devotions: aversion, contact, ego whip, mind thrust, psionic crush, thought shield, mental barrier, intellect fortress.