Giant centipedes attack nearly any living creatures. In the western wastes, centipedes are mostly found in caves and underground, including in man-made structures. Fiendish versions of these terrifying critters skitter about in many parts of the Lower Realms, and are often summoned by spellcasters.
Combat
Giant centipedes fight by rushing forward to deliver a venomous bite, then letting their paralytic venom do its work. Once the victim is paralyzed, the centipede begins consuming it.
Centipedes
Giant centipedes
Ecology
Environment temperate or warm forest or underground
Organization solitary or colony (1d4+1)
Special Abilities
Alien Mind (Ex)
Giant centipedes get a +8 bonus to saving throws against mind-affecting effects, as their perceptions and mentalities are so different from those of humanoids as to be nearly unfathomable.
Skills
Giant centipedes have a +4 racial bonus on Perception checks, and a +8 racial bonus on Climb and Stealth checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Giant banded centipede
This centipede is nearly six feet long, and is brown with dark banding; its short, thick legs are light red.
Giant banded centipedes live in fissures and caverns close to the surface.
A giant banded centipede weighs 15 to 30 pounds.
Giant banded centipede
Medium animal
Init +2; Senses darkvision; Perception +4
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0 (+8 vs. mind-affecting)
Offense
Speed 40 ft., climb 40 ft.
Melee bite +3 (1d6−1 plus poison)
Space 5 ft.; Reach 5 ft.
Statistics
Str 9, Dex 15, Con 12, Int 1, Wis 10, Cha 2
Base Atk +0; CMB −1; CMD 11 (can’t be tripped)
Feats Weapon FinesseB, Weapon Focus (bite)
Skills Climb +10, Perception +4, Stealth +10
Morale craven (−2)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Giant banded centipede (fiendish)
Fiendish giant banded centipedes can be summoned with the summon monster I spell.
Giant banded centipede (fiendish)
Medium animal (evil, extraplanar)
Init +2; Senses darkvision; Perception +4
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0 (+8 vs. mind-affecting)
SR 6
Resist cold 5, fire 5
Offense
Speed 40 ft., climb 40 ft.
Melee bite +3 (1d6−1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks smite good
Statistics
Str 9, Dex 15, Con 12, Int 3, Wis 10, Cha 2
Base Atk +0; CMB −1; CMD 11 (can’t be tripped)
Feats Weapon FinesseB, Weapon Focus (bite)
Skills Climb +10, Perception +4, Stealth +10
Languages Abyssal or Infernal (can’t speak)
Morale mercenary (+0)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Smite Good (Su)
Once per day, as a swift action, a fiendish giant banded centipede can add +1 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.
Hissing centipede
This massive centipede has a black and red carapace, and long, slender legs.
Hissing centipedes can grow up to 15 feet long, and weigh as much as 200 pounds. They live in water-hollowed underground caverns.
Hissing centipede
Large animal
Init +2; Senses darkvision; Perception +8
Defense
AC 14, touch 11, flat-footed 12 (−1 size, +2 Dex, +3 natural)
hp 17 (3d8+4)
Fort +4, Ref +3, Will +3 (+11 vs. mind-affecting)
Offense
Speed 40 ft., climb 40 ft.
Melee bite +4 (1d8+1 plus poison)
Space 10 ft.; Reach 5 ft.
Statistics
Str 13, Dex 15, Con 12, Int 1, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 16 (can’t be tripped)
Feats Iron Will, Weapon FinesseB, Weapon Focus (bite)
Skills Climb +14, Perception +8, Stealth +10
Morale craven (−2)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 12
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Hissing centipede (fiendish)
Fiendish hissing centipedes can be summoned with the summon monster II spell.
Hissing centipede (fiendish)
Large animal (evil, extraplanar)
Init +2; Senses darkvision; Perception +8
Defense
AC 14, touch 11, flat-footed 12 (−1 size, +2 Dex, +3 natural)
hp 17 (3d8+4)
Fort +4, Ref +3, Will +3 (+11 vs. mind-affecting)
SR 8
Resist cold 5, fire 5
Offense
Speed 40 ft., climb 40 ft.
Melee bite +4 (1d8+1 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks smite good
Statistics
Str 13, Dex 15, Con 12, Int 3, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 16 (can’t be tripped)
Feats Iron Will, Weapon FinesseB, Weapon Focus (bite)
Skills Climb +14, Perception +8, Stealth +10
Languages Abyssal or Infernal (can’t speak)
Morale mercenary (+0)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 12
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Smite Good (Su)
Once per day, as a swift action, a fiendish hissing centipede can add +3 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.
Whiptail centipede
This dark-brown centipede is more than twenty feet long, with a pair of spiked “tails” at its end.
Centipedes of this size dwell deep beneath the surface, and are only rarely encountered aboveground (mostly when food is scarce). A whiptail centipede can weigh up to 1,200 pounds.
Whiptail centipede
Huge animal
Init +1; Senses darkvision; Perception +9
Defense
AC 16, touch 10, flat-footed 14 (−2 size, +1 Dex, +6 natural, +1 Dodge)
hp 39 (6d8+12)
Fort +6, Ref +3, Will +2 (+10 vs. mind-affecting)
Offense
Speed 40 ft., climb 40 ft.
Melee bite +7 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Statistics
Str 19, Dex 13, Con 12, Int 1, Wis 10, Cha 2
Base Atk +4; CMB +10; CMD 22 (can’t be tripped)
Feats Dodge, Skill Focus (Stealth), Weapon Focus (bite)
Skills Climb +17, Perception +9, Stealth +9
Morale craven (−2)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 14
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Whiptail centipede (fiendish)
Fiendish whiptail centipedes can be summoned with the summon monster IV spell.
Whiptail centipede (fiendish)
Huge animal (evil, extraplanar)
Init +1; Senses darkvision; Perception +9
Defense
AC 16, touch 10, flat-footed 14 (−2 size, +1 Dex, +6 natural, +1 Dodge)
hp 39 (6d8+12)
DR 5/good
Fort +6, Ref +3, Will +2 (+10 vs. mind-affecting)
SR 11
Resist cold 10, fire 10
Offense
Speed 40 ft., climb 40 ft.
Melee bite +7 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks smite good
Statistics
Str 19, Dex 13, Con 12, Int 3, Wis 10, Cha 2
Base Atk +4; CMB +10; CMD 22 (can’t be tripped)
Feats Dodge, Skill Focus (Stealth), Weapon Focus (bite)
Skills Climb +17, Perception +9, Stealth +9
Languages Abyssal or Infernal (can’t speak)
Morale mercenary (+0)
Special Abilities
Poison (Ex)
Bite—injury
save Fort DC 14
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Smite Good (Su)
Once per day, as a swift action, a fiendish whiptail centipede can add +6 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.
Centipede swarm
A glistening, squirming mass of blue-black insects advances like a venomous army.
A centipede swarm is a crawling mass of voracious centipedes that can climb over obstacles to get at prey.
Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Centipede swarm
Diminutive animal (swarm)
Init +4; Senses darkvision, tremorsense 30 ft.; Perception +4
Defense
AC 18, touch 18, flat-footed 14 (+4 size, +4 Dex)
hp 17 (5d8−5)
Fort +3, Ref +8, Will +1
Immune weapon damage
Offense
Speed 30 ft., climb 30 ft.
Swarm 2d6 (plus poison)
Space 10 ft.; Reach —
Special Attacks distraction, poison
Statistics
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +3; CMB —; CMD —
Skills Climb +12, Perception +4
Morale fearless (n/a)
Ecology
Environment any
Organization solitary, tangle (1d3+1 swarms), or colony (1d6+6 swarms)
Special Abilities
Poison (Ex)
Swarm—injury
save Fort DC 11
frequency 1/round for 4 rounds
effect 1 step on the Dexterity damage track
cure 1 save
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its square must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills
A centipede swarm has a +4 racial bonus on Perception checks.