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Centipede SwarmCreature 3


NLargeAnimalSwarm
Source Pathfinder Bestiary
Perception +9 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Acrobatics +9, Athletics +7, Stealth +9
Str +2, Dex +4, Con +3, Int -5, Wis +0, Cha -4

AC 18; Fort +8; Reflex +11; Will +5;
HP 30
Speed 30 feet (climb 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 5, Piercing 5, Slashing 2

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Centipede Swarm Venom (poison)

Saving Throw DC 20 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Flat-Footed (1 round)

Stage 2 1d8 poison damage, Clumsy 1, and flat-footed (1 round)

Swarming Bites One Action

Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic reflex save) plus centipede swarm venom.


Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.


Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.