Vermiurge (CR 24)
Large Aberration
Alignment: Usually lawful neutral
Initiative: +11 (+7 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +47, and Spot +47
Languages: Terran
AC: 40 (+3 Dex, -1 size, +24 natural) touch 12, flat-footed 33
Hit Dice: 42d8+546 (735 hp); DR: 10/epic
Fort +29, Ref +21, Will +38
Speed: 50 ft., fly 90 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +31; Grapple +47
Attack: Sting +43 melee
Full Attack: Sting +43 melee, 4 pincers +41 melee, bite +40 melee
Damage: Sting 1d6+12/19-20 plus poison, 4 pincers 2d8+6/19-20, bite 3d6+6 plus poison
Special Attacks/Actions: Aura of doom, concealing aura, frightful presence, poison, spell-like abilities
Abilities: Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44
Special Qualities: fast healing 10, immune to all mind-affecting effects, SR 34
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting); Epic Feats: Blinding Speed
Skills: Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, and Spot +47
Advancement: 43-52 HD (Large); 53-70 HD (Huge)
Climate/Terrain: Any
Organization: Solitary
Treasure/Possessions: Standard
Source:
Epic Level Handbook
Aura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (see Chapter 2) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge's aura of doom constantly replenish itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing damage to another creature, the aura does not permanently collapse, even if all the vermin are slain if all 1,000 vermin deal their damage in 1 round, soon as any vermin are replenished, they participate normally in the crown of vermin effect.
Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, all attacks made against it have a 40% miss chance.
Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature's frightful presence for one day.
Poison (Ex): Sting or bite, Fort save (DC 44); initial damage 1d6 temporary Con, secondary damage 2d6 temporary Con.
The single most terrible aspect of a vermiurge is its a of doom ability, which it uses to lethal effect.