Fiendish Monstrous Centipede, Medium CR 1/2
Always NE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages —
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 1d8 (4 hp)
Fort Ref Will
Speed 40 ft. (8 squares), climb 40 ft.
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −1
Melee bite ( plus poison)
Attack Options Poison, Smite good
SQ vermin traits, resistance to cold 5 and fire 5, SR 6
Abilities Str 9, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Feats Weapon FinesseB
Skills Climb +10, Hide +10, Spot +4
Advancement —
Environment Any evil-aligned plane
Organization Solitary or colony (2–5)
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Dex. The save DC is Constitution-based.
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can always take 10 on Climb checks.
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 i.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.