Giant Centipede: Difference between revisions

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m (Text replacement - "CMD" to "Resilience")
m (Reverted edits by Tbolling (talk) to last revision by Reese)
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{{Template:Monster
{{Template:Monster


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| MonsterName = Centipede, Giant (Summoned)
| CR | 1
  }}</onlyinclude>


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


| Image = giant_centipede.jpg
| Image = giant_centipede.jpg
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role =  
| Role |
   <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


| 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. They are opportunistic predators and scavengers that will kill and eat livestock and humanoids without compunction. They are too stupid to develop a fear of intelligent creatures and breed at a stunning rate, which makes them much more dangerous than animal threats.  
| 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
| Alignment = Neutral
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


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


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type = Vermin
| Type | Vermin
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype =  
| Subtype |
   <!--If any-->
   <!-- If any -->
  }}</onlyinclude>
 
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit =  
| NudgeInit =  
   <!-- CR 1 INITIATIVE = +1 -->
   <!--CR 1 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
| Senses = [[Darkvision]] 60 ft.
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception =  
| NudgePerception =  
   <!-- CR 1 PERCEPTION = +4 -->
   <!--CR 1 PERCEPTION = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| NudgeAC =  
| NudgeAC =  
   <!-- CR 1 AC = 14 -->
   <!--CR 1 AC = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeTouchAC =  
| NudgeTouchAC =  
   <!-- CR 1 TOUCH AC = 11 -->
   <!--CR 1 TOUCH AC = 11 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeFFAC =  
| NudgeFFAC =  
   <!-- CR 1 FLAT-FOOTED AC = 13 -->
   <!--CR 1 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeResilience =
  <!-- CR 1 Resilience = 15 -->
| ResilienceNotes =
  <!-- Values: Text about specific bonuses to Resilience (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
   <!-- CR 1 HIT POINTS = 20 -->
   <!--CR 1 HIT POINTS = 20 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->




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| Refl =  
| Refl =  
| Will =  
| Will =  
   <!-- CR 1 STRONG SAVE = +4; WEAK SAVE = +1                     -->
   <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!--Values: "S" (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
      * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->
      * Dragons have 3 strong saves-->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


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


| NudgeSR =  
| NudgeSR =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


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


| StrongAgainst =  
| StrongAgainst =  
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


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


| Hide-Type-Weak-Against-1 =
| MoveTypes = Walk 40 ft., [[Greater Climb]] 40 ft.
| Hide-Subtype-Weak-Against-1 =
   <!--Other move types as needed-->
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 40 ft., [[Greater Climb]] 40 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| MeleeOrNatural = Melee
| MeleeOrNatural = Melee
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->




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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Centipede Pincers
| PriAtkName = Bite
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


| PriAtkNotes = + Centipede Poison
| PriAtkNotes = plus Poison
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgePriToHit =  
| NudgePriToHit =  
   <!-- CR 1 PRIMARY TO-HIT = +4 -->
   <!--CR 1 PRIMARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =  
| NudgePriDamage =  
   <!-- CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 PRIMARY MELEE DAMAGE = 1d8   -->
   <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 202: Line 130:


| SecAtkName =  
| SecAtkName =  
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgeSecToHit =  
| NudgeSecToHit =  
   <!-- CR 1 SECONDARY TO-HIT = +4 -->
   <!--CR 1 SECONDARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




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| TerAtkName =  
| TerAtkName =  
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->


| TerAtkNotes =  
| TerAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgeTerToHit =  
| NudgeTerToHit =  
   <!-- CR 1 TERTIARY TO-HIT = +4 -->
   <!--CR 1 TERTIARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
   <!-- CR 1 TERTIARY MELEE DAMAGE   = 1d8   -->
   <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




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| QuaAtkName =  
| QuaAtkName =  
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgeQuaToHit =  
| NudgeQuaToHit =  
   <!-- CR 1 QUATERNARY TO-HIT = +4 -->
   <!--CR 1 QUATERNARY TO-HIT = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 




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| RangedAtkName =  
| RangedAtkName =  
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!--Values: Y (for yes), or leave blank (for no)-->


| RangedAtkIncrementDistance =  
| IsProjectile =  
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!--Values: Y (for yes), or leave blank for thrown weapons (default is thrown)-->


| RangedAtkNumberOfIncrements =  
| Increment =  
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!--Range increment in feet (e.g. 20 ft.); max range is calculated from this-->


| RangedAtkNotes =  
| RangedAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
   <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


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


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


| NudgeRangedToHit =  
| NudgeRangedToHit =  
   <!-- CR 1 RANGED TO-HIT = +4 -->
   <!--CR 1 RANGED TO-HIT = +4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- CR 1 RANGED DAMAGE = 1d8 -->
   <!--CR 1 RANGED DAMAGE = 1d8 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!-- CR 1 CMB = +3 -->
 
| CMBNotes =
  <!-- Values: Text about specific bonuses to CMB (e.g. "+2 on Trips") -->




Line 362: Line 238:


| SiegeDmgCapable =  
| SiegeDmgCapable =  
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->


| SiegeAtkName =  
| SiegeAtkName =  
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->


| Override-Siege-Atk-Qty =  
| ThrownOrProjectile =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)   -->
   <!--Values: Thrown (for thrown attack), Projectile (for projectile attack) or leave blank for melee attack (default is melee)-->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SiegeAtkIncrement =  
| SiegeAtkIncrement =  
   <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
   <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| NudgeSiegeCMB =  
| NudgeSiegeCMB =  
   <!-- CR 1 SIEGE CMB = +3 -->
   <!--CR 1 SIEGE CMB = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- CR 1 SIEGE DAMAGE = 1d6-4 -->
   <!--CR 1 SIEGE DAMAGE = 1d2-1 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 




Line 397: Line 268:
| Wis = 10
| Wis = 10
| Cha = 2
| Cha = 2
| NudgeCMB =
  <!--CR 1 CMB = +3 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
  <!--CR 1 CMD = 15 -->
| CMDNotes = +4 vs Trips
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->




Line 405: Line 286:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->
   <!--Just the feat name; will be autolinked, and ShortDesc added-->




<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 = Stealth
| Skill1 = [[Stealth]]
| Skill2 = Movement
| Skill2 = [[Might]]
| Skill3 =
| Skill3 =
| Skill4 =
| Skill4 =


| NudgeSkill1 =  
| NudgeSkill1 = 1
| NudgeSkill2 =  
| NudgeSkill2 =  
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
   <!-- CR 1 SKILLS = +4 -->
   <!--CR 1 SKILLS = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| Skill1Notes =  
| Skill1Notes =  
| Skill2Notes = Add +4 for Climb checks
| Skill2Notes = +8 when climbing
| Skill3Notes =  
| Skill3Notes =  
| Skill4Notes =  
| Skill4Notes =  
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
   <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->




Line 432: Line 313:


| Languages =  
| Languages =  
   <!-- Comma-separated list -->
   <!--Comma-separated list-->




Line 441: Line 322:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->




Line 456: Line 337:
<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name = Centipede Poison
| Ability-1-Name = Poison


| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!--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}} temp hit points of damage that bypasses DR and {{#var:Special1-Ability-Dmg}} Dex damage; cure 1 save.
| Ability-1-Description = Bite - injury; save Fort DC {{#var:Special1SaveDC}}; frequency 1/round for 6 rounds; effect {{#var:Special1StandardDmg}} temp hit points of damage that 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 below -->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Available Variables:  
   <!--Available Variables:  
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special1-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special1-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 526: Line 390:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special2-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special2-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 584: Line 431:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special3-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special3-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 642: Line 472:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special4-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special4-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 700: Line 513:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special5-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special5-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 758: Line 554:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special6-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special6-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 816: Line 595:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special7-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special7-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 874: Line 636:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special8-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special8-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 932: Line 677:
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = 0
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 11
         {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
        {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1 = 1d2
        {{#var:Special9-HitPoints}}  Hit Points  @ CR 1 = 20
        {{#var:Special9-HitDice}}    Hit Dice    @ CR 1 = 2
        {{#var:Easy-Skill-DC}}                    @ CR 1 = 4
        {{#var:Average-Skill-DC}}                @ CR 1 = 13
        {{#var:Challenging-Skill-DC}}            @ CR 1 = 15
        {{#var:Hard-Skill-DC}}                    @ CR 1 = 18
        {{#var:Impossible-Skill-DC}}              @ CR 1 = 24
     -->
     -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->




Line 978: Line 706:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Giant Centipedes rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks. Their climb speed allows them to easily navigate around rough terrain and attack from unexpected angles, such as charging from the ceiling down a wall to attack from above. While they are very, very dumb, their hunting instincts are sharp enough to use their speed to their best advantage.
| CombatTactics = They rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks. Their climb speed allows them to easily navigate around 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 fall unconscious 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.




<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat = Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere. Ruins, dungeons, city alleyways, sewers, forests, deserts, basements, attics, middens, cesspits, you name it, these vermin infest it all.
| OutOfCombat = Giant centipedes nest in areas with good cover (leaves, rubble, garbage), and can be found almost anywhere.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =




}}
}}

Revision as of 21:45, 12 March 2017

Centipede, Giant (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 (1d4/19-20 x2)
    as undefined damage type
    plus Poison

Full Attack (Melee):

  • 3x Bite +3 (1d4/19-20 x2)
    as undefined damage type
    plus Poison

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 temp hit points of damage that bypasses DR and 1d3 Dex damage; cure 1 save.

Centipede, Giant (Summoned)

Centipede, Giant (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

They rely on their high speed and maneuverability to keep their prey off-balance, and prefer charge attacks. Their climb speed allows them to easily navigate around 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

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

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)