Giant Centipede: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
{{Template:Monster
{{Template:Monster


| CR=1              <!--REQUIRED;-->
| MonsterName = Giant Centipede (Summoned)


| MonsterName=Giant Centipede (Summoned)
| CR = 1


| Role=               <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Image = giant_centipede.jpg
  <!--Value: just the file name (e.g. "monster_picture.jpg")-->


| Description=This vile bug features a long segmented body with a pair of legs on each body segment and a pincer-like jaw that can inject venom into its prey.  Giant centipedes are quick, dangerous vermin that can lurk anywhere damp and dark.
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


| Image=giant_centipede.jpg
| Description = This vile bug features a long segmented body with a pair of legs on each body segment and a pincer-like jaw that can inject venom into its prey.  Giant centipedes are quick, dangerous vermin that can lurk anywhere damp and dark.


| Alignment=Neutral           <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


| Size=Medium               <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


| Type=Vermin               <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Type = Vermin
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype=             <!--If any; delete if not used-->
| Subtype =  
  <!--If any-->


| NudgeInit=           <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgeInit =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses=Standard Darkvision 60 ft.             <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
| Senses = [[Standard Darkvision]] 60 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


| NudgePerception=     <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgePerception =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| NudgeAC=             <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeAC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
| NudgeTouchAC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Fort=S              <!--Values: "S" (for Strong save), leave blank for Weak save-->
| NudgeFFAC =  
| Refl=                <!--Most monsters have 1 strong save and 2 weak saves-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


| SR=                 <!--Values: Y (for Yes), or leave blank-->
| NudgeHitPoints =  
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->


| SpecialDefenses=    <!--Put any DR or ER values here-->


| StrongAgainst=      <!--Put any immunity or hardened values here; immunities based on type (e.g. vermin) are automatically added-->
<!--   SAVING THROWS  -->


| WeakAgainst=         <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->
| Fort = S
| Refl =
| Will =
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


| MoveTypes=Walk 40 ft., Climb 40 ft.          <!--Other move types as needed-->
| NudgeFort =  
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SR =
  <!--Values: Y (for Yes), or leave blank-->


<!--Attack Information-->
| NudgeSR =  
| MeleeOrNatural=Natural        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| PriAtkName=Bite        <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| SpecialDefenses =  
| PriAtkNotes=+ Poison (see below)                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Put any DR or ER values here-->
| PriAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgePriDamage=hi              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| SecAtkName=Claw        <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| StrongAgainst =  
| SecAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| SecAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeSecDamage=hi              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MultipliedDamageType=       <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| MoveTypes = Walk 30 ft., Climb 40 ft.
  <!--Other move types as needed-->


| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


| TerAtkName=        <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeTerDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




| QuaAtkName=        <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
<!-- GENERAL ATTACK INFORMATION  -->
| QuaAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeQuaDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| RangedAtkName=     <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| MultipliedDamageType =  
| RangedAtkNotes=              <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| HasRangedFullAttack=        <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkVSTouchAC=          <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit=        <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeRangedDamage=          <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




<!--Ability Scores-->
| Str=9
| Dex=15
| Con=12
| Int=&mdash;
| Wis=10
| Cha=2


<!--  PRIMARY ATTACK INFORMATION  -->


<!--Feats-->
| PriAtkName = Bite
| Feat1=           <!--Just the feat name; will be autolinked, and ShortDesc added-->
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| Feat2=
| Feat3=
| Feat4=


| Skill1=Stealth          <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| PriAtkNotes = + Poison (see below)
| NudgeSkill1=hi      <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| Skill2=
| PriAtkVSTouchAC =  
| NudgeSkill2=
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| Skill3=
| PriAtkIsAuto-Hit =  
| NudgeSkill3=
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


| Skill4=
| NudgePriToHit =  
| NudgeSkill4=
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Languages=None        <!--Comma-separated list-->
| NudgePriDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Claw
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 9
| Dex = 15
| Con = 12
| Int = -
| Wis = 10
| Cha = 2
 
| NudgeCMB =
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = [[Stealth]]
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 3
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages =  
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES VARIABLES:


<!--SPECIAL ABILITIES VARIABLES:
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.


{{#var:PrimaryToHit}}       - inserts the monster's to-hit value, adjusted with NudgePriToHit
{{#var:Special#ToHit}}
{{#var:SaveDC}}             - inserts a save DC for a special attack. Output will be just the number for the save.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
{{#var:SpecialDmg}}         - inserts damage numbers for a standard or AOE special attack.
 
{{#var:SwiftSpecialDmg}}     - inserts damage numbers for a swift action attack or attack with status conditions.
{{#var:Special#TouchAttack}}
{{#var:AlphaSpecialDmg}}     - inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.
 
{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.
 
{{#var:Special#SwiftDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
 
-->
-->


| Ability-1-Name=Poison
| Ability-1-Type=Ex              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-1-Description=Bite - injury; save Fort DC {{#var:SaveDC}}; frequency 1/round for 6 rounds; effect {{#var:SpecialDmg}} temp hit points of damage that bypasses DR and 1d3 Dex damage; cure 1 save.


| Ability-2-Name=
<!--  SPECIAL ABILITIES  -->
| Ability-2-Type=             <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration=     <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| HideRoleReminder1 =
| Ability-2-Description=
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Poison
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Bite - injury; save Fort DC {{#var:Special1SaveDC}}; frequency 1/round for 6 rounds; effect {{#var:Special1StandardDmg}} non-lethal hit points of damage (bypasses DR) and 1d3 Dex damage; cure 1 save.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name =  
 
| Ability-2-Type =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Name=
| Ability-7-Concentration =  
| Ability-3-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description=


| Ability-4-Name=
| Ability-7-Description =  
| Ability-4-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| Ability-4-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description=


| Ability-5-Name=
| NudgeAbility7ToHit =  
| Ability-5-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| Ability-5-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description=


| Ability-6-Name=
| NudgeAbility7TouchAttack =  
| Ability-6-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| Ability-6-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description=


| Ability-7-Name=
| NudgeAbility7SaveDC =  
| Ability-7-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| Ability-7-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description=


| Ability-8-Name=
| NudgeAbility7StandardDamage =  
| Ability-8-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Ability-8-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description=


| Ability-9-Name=
| NudgeAbility7SwiftDamage =  
| Ability-9-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Ability-9-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description=


| CombatTactics=Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere.  
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere.  


: They rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks.  Their climb speed allows them to ignore rough terrain and attack from unexpected angles.  While they are very, very dumb, their hunting instincts are sharp enough to use their speed to their best advantage.
: They rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks.  Their climb speed allows them to ignore rough terrain and attack from unexpected angles.  While they are very, very dumb, their hunting instincts are sharp enough to use their speed to their best advantage.
Line 180: Line 598:
: When they encounter multiple foes, they will try to spread their bite attacks around to keep every target poisoned, in hopes at least one will die and become a tasty meal.
: When they encounter multiple foes, they will try to spread their bite attacks around to keep every target poisoned, in hopes at least one will die and become a tasty meal.


| OutOfCombat=Unlike their more natural, appropriately-sized cousins, giant centipedes are too large to hide under rocks to nest and sleep.  Instead, they tend to hide in small caves, abandoned houses and natural overhangs.
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Unlike their more natural, appropriately-sized cousins, giant centipedes are too large to hide under rocks to nest and sleep.  Instead, they tend to hide in small caves, abandoned houses and natural overhangs.
 
 


}}
}}

Revision as of 20:38, 1 June 2016

Giant Centipede (Summoned) (CR 1)

Neutral - Medium - Vermin
Lore: Know (Nature)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +3 (0/x2)
    as undefined damage type
    + Poison (see below)Expression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Bite +3 (1d6/x2)
    as undefined damage type
    + Poison (see below)Expression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

9
STR
15
DEX
12
CON
INT
10
WIS
2
CHA

Skills:

Languages:

Feats:

Special Abilities

Poison (Ex)

Bite - injury; save Fort DC ; frequency 1/round for 6 rounds; effect non-lethal hit points of damage (bypasses DR) and 1d3 Dex damage; cure 1 save.

Giant Centipede (Summoned)

Giant Centipede (Summoned)

This vile bug features a long segmented body with a pair of legs on each body segment and a pincer-like jaw that can inject venom into its prey. Giant centipedes are quick, dangerous vermin that can lurk anywhere damp and dark.

Combat Tactics

Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere.

They rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks. Their climb speed allows them to ignore rough terrain and attack from unexpected angles. While they are very, very dumb, their hunting instincts are sharp enough to use their speed to their best advantage.
When they encounter multiple foes, they will try to spread their bite attacks around to keep every target poisoned, in hopes at least one will die and become a tasty meal.

Out of Combat

Unlike their more natural, appropriately-sized cousins, giant centipedes are too large to hide under rocks to nest and sleep. Instead, they tend to hide in small caves, abandoned houses and natural overhangs.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)