Tunnel Runner

Made from the hollowed-out exoskeleton of an enormous centipede, this construct is reinforced with bands of steel and animated by steam-powered clockworks.

Tunnel Runner CR 9

XP 6,400
N Colossal construct
Init +0; Senses darkvision 60 ft.; Perception +4

AC 21, touch 2, flat-footed 21 (+19 natural, –8 size)
hp 125 (10d8+80)
Fort +3, Ref +3, Will +3
Immune construct traits

Speed 60 ft., tunnel run
Melee slam +18 (4d6+24)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, trample (6d6+24, DC 31)

Str 43, Dex 11, Con —, Int —, Wis 10, Cha 2
Base Atk +10; CMB +34; CMD 44 (can’t be tripped)
Skills Perception +4; Racial Modifiers +4 Perception
SQ compression, transport

Environment any land or underground
Organization solitary
Treasure none

Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 19 half; can be used at full effectiveness underwater. The save DC is Constitution-based, and includes a +4 racial bonus.

Transport (Ex) The segments of a tunnel runner’s body are hollowed-out spaces, each resembling the interior of a large cart. Gear can be carried by a tunnel runner as if it were wearing saddle bags, and creatures carried by a tunnel runner gain cover as if they were riding in chariots. Creature carried by a tunnel runner treat its body as a platform on which they can move around; they don’t share the tunnel runner’s space, even if they are using the tunnel runner as a mount.

Tunnel Run (Ex) Whenever a tunnel runner begins its turn with at least part of its space inside an archway or tunnel whose interior is no more than 10 feet wide, the tunnel runner’s base speed increases to 120 feet until the beginning of its next turn.

Designed to serve as a means of mass transit in high-magic societies, tunnel runners are titanic, clockwork centipedes. Able to match the speed of a horse on open ground, a tunnel runner is even faster when moving through confined spaces.

A tunnel runner can also prove devastating in combat, trampling its foes and belching forth clouds of scalding steam, but its lack of intelligence limits its usefulness as a war machine; a typical tunnel runner is programmed to move along a single, fixed route. When taken even a small distance from this route, the tunnel runner becomes torpid and unresponsive, even when actively directed by an intelligent rider.

A tunnel runner can double-move through a 10-foot tunnel or along a path of 10-foot archways set no more than 240 feet apart indefinitely, giving it an effective overland speed of 240 feet (24 miles per hour) while doing so. If the tunnel or path follows a straight line, the tunnel runner can instead run indefinitely, giving it an effective overland speed of 480 feet (48 miles per hour).

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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