Centipede Swarm
CR 4, N Diminutive Vermin (swarm)
Senses: Perception 2, Darkvision 60, Tremorsense 30A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Speed: 30 ft., climb 30 ft. Skills: Athletics -1
Languages: None
Ability Scores: Str 1 (+1), Dex 19 (+6), Con 8 (+5), Int --, Wis 10 (+2), Cha 2 (-2)
INIT: +4 CP: +6 HP: 31 (9d8-9) SA: -- DC: 17
AC: 18 Touch: 18 Flat-footed: 14 [+4 Dodge, +4 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: Weapons, Bleed Effect Immunity: Critical Hits, Sneak Attack, Grapple, Trip
Distraction (ex) - Spellcasters that share the same space with the swarm must make concentration checks when attempting to cast spells.
Swarm (ex) - Swarms do not die, but when reduced to 0 hit points the swarm breaks up. Swarms also take 50% damage from area of effect spells. Swarms do not reactions, do not have a front/back, and do not threaten a creature. Swarms occupy a 10-foot square, but have 0 reach. In order to attack, it moved into an opponent's space, which provokes attack of opportunity. A swarm can occupy the space of a creature of the same size. Swarms can move through cracks or holes larges enough for its component creatures.
Attacks
- Melee - 1 x swarm (2d6 plus poison). Reach: 0 ft. Poison - Large Centipede Venom: 1d6 / 2 STR per round until saved (DC 25) Swarm Attack - A swarm doesn't make attack rolls, but they deal automatic damage to any creature in its same space at the beginning of its turn. Swarm attacks ignore any type of cover.
Environment: temperate or warm forest or underground
Organization: None
Treasure: none
A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.