This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects
Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB –1; CMD 11 (can’t be tripped)
Feats Weapon FinesseB
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
Environmenttemperate or warm forest or underground
Organization solitary, pair, or colony (3–6)
Treasure none
Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges.
Other species of giant centipedes exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of giant centipede species. The following table lists the most common variants.
Species | CR | Size | HD |
---|---|---|---|
House centipede | 1/8 | Tiny | 1d8 |
Sewer centipede | 1/4 | Small | 1d8 |
Hissing centipede | 1 | Large | 2d8 |
Giant whiptail centipede | 2 | Huge | 4d8 |
Great forest centipede | 6 | Gargantuan | 7d8 |
Titan centipede | 9 | Colossal | 10d8 |
A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.
CR 4
XP 1,200
N Diminutive vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +7, Will +3
Defensive Abilities swarm traits, Immune weapon damage
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon FinesseB
Skills Climb +12, Perception +4; Racial Modifiers +4 Perception
Environmenttemperate or warm forest or underground
Organization solitary, pair, or tangle (3–6 swarms)
Treasure none
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.