Fiendish Monstrous Centipede, Large CR 1
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages —
AC 14 (−1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 3d8 (13 hp)
Fort Ref Will
Speed 40 ft. (8 squares), climb 40 ft.
Space/Reach 10 ft./5 ft.
Base Atk +2; Grp +7
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ vermin traits, resistance to cold 5 and fire 5, SR 8
Abilities Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Feats Weapon FinesseB
Skills Climb +10, Hide +6, Spot +4
Advancement 4–5 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure None
Summon Monster: Summon Monster II
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 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 ii.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.