Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Vermin‎ > ‎Centipedes‎ > ‎

Centipede, House


House Centipede CR 1/8

XP 50
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +5 (1d3–5 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 6 (can’t be tripped)
Feats Weapon FinesseB
Skills Climb +11, Perception +4, Stealth +19; Racial Modifiers +4 Perception, +8 Stealth

SPECIAL ABILITIES

Familiar

The master of a house centipede familiar gains a +3 bonus on Stealth checks.

Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save. 

Fun With The Rules

For unnecessary accuracy, instead of assuming a house centipede can't be tripped, apply a bonus vs. trip based on the number of legs beyond two. Based on the description of the centipede having 20 to 300 legs, you could add a bonus of up to +596 (300 legs).

Or you could just go with the assumption that a house centipede can't be tripped. Our way is much funnier.