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Fiendish Large Monstrous Centipede (Summon Monster II)

Centipede
NE Large Magical Beast (Augmented Vermin, Extraplanar)
Init +2; Senses Darkvision 60'; Listen +0, Spot +4
Languages Infernal or Abyssal (choose one)

AC 14 (-1 Size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 13 (3 HD)
SR 8
Resist Cold 5, Fire 5
Fort +3, Ref +3, Will +1
Speed 40 ft, climb 40 ft
Melee Bite +3 (1d8+1 plus poison)
Space/Reach 10 ft x 10 ft/5 ft
Base Atk +2; Grp +7
Atk Options Smite Good (1/day), Poison
Poison: Fortitude DC 11, damage 1d4 Dex. The save DC is Constitution-based.
Smite Good (1/day): make a normal melee attack to deal 3 points extra damage against a good foe.

Abilities Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
SQ Vermin Traits: Note that a fiendish vermin (by virtue of gaining the fiendish template) gains an Intelligence score of 3, and thus loses it's 'Mindless' quality. It is not immune to mind-affecting effects.
Feats Weapon FinesseB
Skills Climb +10, Hide +6, Listen +0, Spot +4
Skills: +4 racial bonus on Spot checks, +8 racial bonus on Climb and Hide checks, and can choose to use their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

CR 1

Encounter Treasure

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Race keywords: Centipede, Centipede, Fiendish, Fiendish, Fiendish Centipede
Class keywords: Summon Monster II
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster

 

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