Fiendish Monstrous Centipede, Large (3.5e Creature)

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Fiendish Monstrous Centipede, Large
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+7
Attack: Bite +3 melee (1d8+1 plus poison)
Full Attack: Bite +3 melee (1d8+1 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills: Climb +10, Hide +6, Spot +4
Feats: Ability Focus (Poison), Weapon Focus (Bite), Weapon FinesseB
Environment: Underground in an evil-aligned plane
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4–5 HD (Large)
Level Adjustment:
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More information...

This creature's stats are listed for convenience for the spell Summon Monster II.

Fiendish Monstrous Centipedes, like other Monstrous Centipedes, tend to attack anything that resembles food, biting with their jaws and injecting their poison. However, these normally not-so-menacing creatures become quite powerful when exposed to the power of darker planes. Fiendish Monstrous Centipedes can be fearsome opponents to the unseasoned adventurer.

Size Fort DC Damage
Large 13 1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the table above. The save DCs are Consitution-based. The indicated damage is both initial and secondary damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

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