Fiendish Monstrous Centipede, Huge CR 3
Always NE Huge Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages —
AC 16 (−2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
hp 6d8+6 (33 hp); DR 5/magic
Fort Ref Will
Speed 40 ft. (8 squares), climb 40 ft.
Space/Reach 15 ft./10 ft.
Base Atk +4; Grp +15
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ vermin traits, resistance to cold 5 and fire 5, SR 11
Abilities Str 17, Dex 15, Con 12, Int 3, Wis 10, Cha 2
Feats —
Skills Climb +11, Hide +2, Spot +4
Advancement 7–11 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +6 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 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 iii.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.