Fiendish Monstrous Centipede, Colossal CR 11
Always NE Colossal Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages —
AC 20 (−8 size, +2 Dex, +16 natural), touch 4, flat-footed 18
hp 24d8+24 (132 hp); DR 10/magic
Fort Ref Will
Speed 40 ft. (8 squares), climb 40 ft.
Space/Reach 40 ft./30 ft.
Base Atk +18; Grp +45
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ vermin traits, resistance to cold 10 and fire 10, SR 25
Abilities Str 27, Dex 15, Con 12, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +16, Hide −6, Spot +4
Advancement 25–48 HD (Colossal)
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster VIII
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +20 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
A fiendish variant of the base creature, as commonly summoned by summon monster viii.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VIII.