Slightly revised version:
Titanic Magical Beast (Aquatic)
Hit Dice: 100d20+1900 (3900 hit points)
Initiative: +13 (+5 Dex, +8 Superior Initiative)
Speed: 110 ft. (22 squares), swim 80 ft.
Armor Class: 74 (-16 size, +5 Dex, +75 natural), touch -1, flat-footed 69
Base Attack/Grapple: +100/+141
Attack: Bite +108 melee (6d6+42/19-20)
Full Attack: Bite +108 melee (6d6+42/19-20), 2 claws +105 melee (4d6+20), tail slap +106 melee (8d8+20/19-20)
Space/Reach: 225 ft./150 ft.
Special Attacks: Disease, feeding tubes, tail flail, tail smite, trample
Special Qualities: Amphibious, darkvision 60 ft., DR 50/-, fast healing 50, great leap, low-light vision, scent, shattering strength, shed parasites
Saves: Fort +71, Ref +57, Will +37
Abilities: Str 52, Dex 21, Con 49, Int 3, Wis 18, Cha 7
Skills: Jump +68, Listen +31, Spot +15, Survival +15, Swim +56
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite, tail), Improved Initiative, Improved Natural Attack (bite, tail), Improved Toughness, Multiattack, Power Attack, Toughness, Weapon Focus (bite, tail)
Epic Feats: Blinding Speed, Devastating Critical (bite, tail), Epic Speed, Improved Combat Reflexes, Overwhelming Critical (bite, tail), Penetrate Damage Reduction (adamantine), Perfect Health, Superior Initiative, Supreme Natural Attack*, Supreme Toughness
Divine Abilities: Divine Toughness
Environment: Temperate aquatic and land???
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: ?
Level Adjustment: -
Combat
Disease (Ex): Star chills, Fort DC 79, damage 1d8 Con drain. The save DC is Constitution-based.
Unlike normal diseases, star chills has an incubation period of 1 hour, and it deals damage every hour instead of every day. In addition, every time a Fortitude save against star chills fails by 5 or more (fails to beat DC 74), the period in which it deals damage decreases (to every 10 minutes, to every minute, and then to every round - star chills will never deal damage more than once per round.)
Feeding Tubes (Ex): Cloverfield may, as a standard action, make touch attacks to start a grapple against all creatures three or more sizes smaller than itself in or adjacent to its space, without provoking an attack of opportunity. In addition, whenever Cloverfield's trample damages a creature, Cloverfield automatically makes a grapple check against that creature, without making a touch attack or provoking an attack of opportunity. If the grapple check succeeds, in the next round, Clover can make another grapple check to swallow the victim, or can expel the victim violently (causing the victim to fall 1d6+4x10 feet and take 1d6 damage per 10 feet fallen). Expelling a victim is automatic and requires no check. Clover can make up to four grapple checks per round via its feeding tubes. Any successful grapple check made via its feeding tubes forces the opponent to make a Fortitude save (DC 91) or contract star chills.
A swallowed creature takes 4d6+42 bludgeoning and 21 acid damage and suffers 1d3 Str drain per round, and must save (Fort DC 79) each round or contract star chills. A swallowed creature can escape only by cutting its way out, dealing 250 points of damage to the interior of Cloverfield's stomach (AC 45).
Tail Flail (Ex): As a standard action, Clover can whip its tail in frenzied motions, smashing everything nearby. All creatures and unattended objects within 60 feet of Clover take 5d10+42 damage (Reflex DC 81 half). The save DC is Strength-based.
Tail Smite (Ex): As a full attack action, Clover can make a single mighty tail slap attack at its highest attack bonus (+110), dealing 10d10+63 damage.
Trample (Ex): 4d6+63 damage, Reflex half DC 81. The save DC is Strength-based. In addition, creatures of Huge or smaller size are also affected by feeding tubes when trampled, without requiring a touch attack.
Great Leap (Ex): Clover's jumps are always made as though it had a running start, even if it jumps from a standstill. Its jumps are not limited by its height.
Shattering Strength (Ex): Clover doubles its Strength bonus when applying it to melee damage.
Shed Parasites (Ex): When Clover takes damage, it releases one parasite for every 30 points of damage it takes (round down). Parasites appear in squares adjacent to Clover; if all these squares are full, the parasite appears in the nearest open square.
*New Feat: Supreme Natural Attack [Epic]
Prerequisites: Improved Natural Attack, base attack bonus +15
Benefit: Choose one of the creature’s natural attack forms for which it possesses the Improved Natural Attack feat. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category. This stacks (does not overlap) with Improved Natural Attack. This feat does not provide any other bonuses that a virtual size category would provide.
This feat may be taken multiple times, but each time it applies to a different natural attack (for which the creature must have the Improved Natural Attack feat).