Giant Centipede

Giant Centipede                                                                 CR 2

XP 600

N Tiny Vermin

Init +3; Senses Darkvision 60ft; Perception +1

DEFENSE
AC 15, touch 15, flat-footed 12 (+2 size, +3 Dex)

hp 14 (3d8+0)

Fort +3, Ref +4, Will +2

Resist Fire 10

OFFENSE
Speed 10 ft., fly 20 ft.

Melee bite +2 (1d3-2 plus Paralysis)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Special Attacks Paralysis (2d6 hours, DC 11)

STATISTICS
Str 6, Dex 16, Con 11, Int -, Wis 12, Cha 3

Base Atk +2; CMB -2; CMD 11

SQ Vermin Traits, Amorphous Anatomy

SPECIAL ABILITIES
Paralyze (Ex)

When a Giant Centipede hits a target with its bite attack(s), the victim is rendered immobile for 2d6 hours. The target is allowed a DC 11 fortitude save to negate the paralysis effect. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The save DC is constitution-based.

Vermin Traits

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

-Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.

-Darkvision 60 feet.

-Vermin breathe, eat, and sleep.

Amorphous Anatomy (Ex)

A Giant Centipede's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the Giant Centipede is a willing target). A Giant Centipede automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.

ECOLOGY
Environment: Swamps and Caves

Organization: Pack (3-11)

Treasure: None

Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions.

One of the things that makes the centipede so repulsive is its resemblance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name “centipede” (or hundred-footed). The giant centipede is so named because it is over 1-foot long. The body is plated with a chitinous shell and it moves with a slight undulating motion. The creature has the added benefit of protective coloration, and varies in color depending on the terrain it inhabits. Those that favor rocky areas are gray, those that live underground are black, while centipedes of the forest are brown or red

Combat: When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2d6 hours, but is so weak that victims are permitted a +4 bonus to their saving throw.

Due to its small size, the giant centipede is less likely to resist attacks and receives a -1 penalty to all its saving throws.

Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.