Huge Gruesome Centipede: Difference between revisions
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Latest revision as of 09:43, 3 May 2022
Huge Gruesome Centipede (CR 16)
Neutral - Huge - Vermin |
---|
Lore: | Know (Nature) | ||
32 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 50 ft.
- Greater Climb 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
475 | 237 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +18 |
Refl: | +13 |
Will: | +18 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Offense
Standard Attack (Melee):
- 1x Pincer Bite +27 (4d8+25/19-20 x2)
as piercing (physical, common)
plus: Gruesome Poison
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
26 |
STR |
20 |
DEX |
18 |
CON |
— |
INT |
14 |
WIS |
8 |
CHA |
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Gruesome Spray (Ex) Swift Action 1/Enc |
Once per encounter as a swift action, a Huge Gruesome Centipede can spray a fine mist of bile, blood, and poison out of its mouth. This Gruesome Spray has a range of 100 feet and settles down to effect a 25-foot diameter area (5 x 5 squares). All creatures in the area of effect must make a Fort saving throw against a DC of 27 or take 3d8+18 points of acid (energy, common) damage and be Blinded to both sight and scent until they get a full night's rest. Those who succeed on the save still take full damage but avoid the Blinded condition. |
Gruesome Poison (Ex) Automatic after successful attack |
Whenever the monster hits with a bite, sting, or their Gruesome Spray, they inflict the following terrible poison:
|
Huge Gruesome Centipede
Huge gruesome centipedes are vast insectile horrors with a long, segmented body, dozens or hundreds of legs, vicious stingers at the back of their bodies, and long, hooked jaws that inject venom into prey.
These vile things can infest ruins and caves, swamps and fens, bogs and plains and grasslands. Anywhere there is space for these huge vermin to breed and feed, they can gain a foothold and thrive.
Like smaller centipedes, the Huge versions are inveterate hunters and seekers of prey, always restlessly roaming and searching for food. They have surprisingly fast movement for things the size of a wagon, and their remarkable Climb speed in something so large is sure to be a terrible surprise for the unwary.
Combat Tactics
Like all centipedes, Huge Gruesome Centipedes have no mind worth bothering with and fight purely on instinct. As a result, they will use their frankly impressive Stealth and Climb speed to attack from unexpected angles whenever possible, striking down from ceilings or off walls with their tremendous reach.
Once combat is engaged, they will ease closer with five foot steps and go to full attacks with bites and stingers, seeking to poison as many foes as possible in the hopes they will die of their wounds and make a tasty meal. If they are struck by a painful ranged attack, they will target the source of that attack with their Gruesome Spray, hoping to blind it and stop the ranged attacks.
If they have not dropped at least one enemy by the third round of combat, they will seek to withdraw, again using their high Climb speed and good Stealth to run around corners, down ravines, up trees, etc, to leave a battle. They do this hoping that the effects of their Gruesome Poison will kill one or several of their victims for later consumption.
Out of Combat
Gruesome Centipedes are gigantic vermin with no minds. They spend all their time hunting, eating, sleeping, and making more centipedes. They prowl constantly, and can thus be encountered almost anywhere, and have a long history of finding their way into places where it seems impossible they could ever reach.
Rewards
XP: 76,800
Treasure: Sellable Goods worth 43,125 gp.
- Weight: 160 lbs. Volume: 6.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |