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Stegocentipede

This creature resembles a gigantic centipede covered with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.

Stegocentipede CR 5

XP 1,600
N Huge vermin
Init +2; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, -2 size)
hp 58 (9d8+18)
Fort +8, Ref +5, Will +3
Defensive Abilities spines; Immune mind-affecting effects, vermin traits

OFFENSE

Speed 40 ft.
Melee bite +8 (2d6+4 plus poison), sting +8 (2d6+4 plus poison)
Space 15 ft.; Reach 15 ft

STATISTICS

Str 19, Dex 15, Con 14, Int —, Wis 10, Cha 2
Base Atk +6; CMB +12; CMD 24 (can't be tripped)
Skills Climb +8, Perception +4, Stealth +2; Racial Modifiers +4 Climb, +4 Perception, +8 Stealth

TACTICS

A stegocentipede raises its spines instinctively when it enters combat and rushes its prey. Opponents are bitten and stung to death.

SPECIAL ABILITIES

Poison (Ex)

Bite or sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.

Spines (Ex)

A stegocentipede raises its spine-plates during combat, and moves rapidly back and forth while attacking. Creatures in a space adjacent to a stegocentipede must succeed on a DC 16 Reflex save each time they attack it or take 2d8+2 points of damage from the spine-plates, whether the attack was successful or not. The save DC is Constitution-based.