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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
[[Category:CR 1]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:giant_centipede.jpg|384px|right|xx]]
| CR=1               <!--REQUIRED;-->
== Giant Centipede (Summoned) (CR 1) ==
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.


=== GENERAL ===
| MonsterName=Giant Centipede (Summoned)
'''CR''' 1  '''Hit Dice''' 2


'''XP''' 400
| Role=                <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


N, Medium, Vermin
| 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.


'''Init''' +1; '''Senses''' [[Standard_Darkvision]] 60 ft. , Perception +4
| Image=giant_centipede.jpg


=== DEFENSE ===
| Alignment=Neutral          <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)


'''hp''' 20
| Size=Medium                <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Fort''' +4, '''Ref''' +1, '''Will''' +1
| Type=Vermin                <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


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


'''SR:''' -
| NudgeInit=          <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


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


'''Immunities:''' Mind-Affecting effects
| NudgePerception=    <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


'''Weaknesses:''' -
| NudgeAC=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->


=== OFFENSE ===
| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
'''Speed''' 40 ft., Climb 40 ft.


'''Space / Reach:'''  5 ft. / 5 ft.
| Fort=S              <!--Values: "S" (for Strong save), leave blank for Weak save-->
| Refl=                <!--Most monsters have 1 strong save and 2 weak saves-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


'''Single Melee''' Bite  +4 (1d8/19-20x2) plus Poison
| SR=                  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' Bite  +4 (1d8/19-20x2) plus Poison, 2x Claws +4 (1d4/x2)
| SpecialDefenses=    <!--Put any DR or ER values here-->


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


'''Special Attacks''' Poison
| WeakAgainst=        <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->


'''Action Points''' 0
| MoveTypes=Walk 40 ft., Climb 40 ft.          <!--Other move types as needed-->


=== STATISTICS ===
'''Str''' 9, '''Dex''' 15, '''Con''' 12, '''Int''' -, '''Wis''' 10, '''Cha''' 2


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
<!--Attack Information-->
| MeleeOrNatural=Natural        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


'''Feats''' -
| PriAtkName=Bite        <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes=+ Poison (see below)                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| 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=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Skills''' Stealth +5
| 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: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeSecDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Languages''' -


=== SPECIAL ABILITIES ===
| MultipliedDamageType=       <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
; Poison (Ex)
Bite - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d6 temp hit points of damage that bypasses DR and 1d3 Dex damage; cure 1 save.


=== TREASURE ===
Sell value of approximately 231 gp.


=== COMBAT TACTICS ===
| TerAtkName=         <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere.
| 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-->


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.
| 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: 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-->
 
 
| 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=            <!--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
 
 
<!--Feats-->
| Feat1=            <!--Just the feat name; will be autolinked, and ShortDesc added-->
| Feat2=
| Feat3=
| Feat4=
 
| Skill1=Stealth          <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| NudgeSkill1=hi      <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
 
| Skill2=
| NudgeSkill2=
 
| Skill3=
| NudgeSkill3=
 
| Skill4=
| NudgeSkill4=
 
| Languages=None        <!--Comma-separated list-->
 
<!--SPECIAL ABILITIES VARIABLES:
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:SaveDC}}              - inserts a save DC for a special attack. Output will be just the number for the save.
{{#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:AlphaSpecialDmg}}    - 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=
| 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=
 
| 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=
 
| 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=
 
| 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=
 
| 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=
 
| Ability-7-Name=
| Ability-7-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description=
 
| 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=
 
| 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=
 
| 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.
 
: 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.
 
}}

Revision as of 20:32, 7 May 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 (1d6/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
Expression error: Unrecognized punctuation character "&".
INT
10
WIS
2
CHA

Skills:

  • Perception: 3
  • Stealth: Expression error: Unexpected < operator.
  • All other skills: 0 (no ranks)

Languages: None

Feats:

Special Abilities

Poison (Ex)

Bite - injury; save Fort DC ; frequency 1/round for 6 rounds; effect temp hit points of damage that 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)