Library / Bestiary
Centipede, Titan
CR
9.00
Vermin
N
Colossal
HD 10
A writhing, seemingly endless segmented monstrosity crawls forth, its great mandibles clacking as it spies prey.
Description
The largest of their kind, titan centipedes are thankfully also the rarest. They attack other living creatures fearlessly, and require constant sustenance to nourish their vast bulk. Humanoids are in most danger from titan centipedes when mounted rather than afoot—a good-sized horse makes a much more satisfying meal to the centipede than a few bites of human. Titan centipedes are solitary by nature and because of the demands of their appetite, though when food is plentiful, multiple centipedes sometimes lurk in the same area.
Combat Stats
HP
135 (10d8+90)
AC
21, touch 2, flat-footed 21 (+19 natural, -8 size)
Init
+0
Speed
60 ft., climb 60 ft.
Fort
+16
Ref
+3
Will
+3
BAB
+7
CMB
+31
CMD
41 (can't be tripped)
- Melee
- bite +15 (4d6+24 plus poison)
- Space
- 30 ft.
- Reach
- 30 ft.
- Racial Modifiers
- +4 Perception, +8 Stealth
Ability Scores
str
43
+16
dex
11
+0
con
29
+9
int
-
wis
10
+0
cha
2
-4
Special Attacks
trample (6d6+24, DC 31)
Special Qualities
Special Abilities
Universal Monster Rules
Compression
Ex
from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Poison
(bite)
Ex
from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Trample
(6d6+24, DC 31)
Ex
from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Skills
Climb +24, Perception +4, Stealth -8
Details
- Type
- Vermin
- Alignment
- N
- Size
- Colossal
- Environment
- temperate or warm forests or underground
- Organization
- solitary, pair, or colony (3-6)
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +4
- Source
- Bestiary 2
Tags
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.