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The “skin” of this massive
centipede ripples. The ripples derive from thousands of centipedes comprising
this creature.
Megapede CR 9
XP 6,400
N Tiny magical beast (swarm)
Init +8; Senses darkvision 60 ft., low-light
vision, tremorsense 60 ft.; Perception +19
Aura electricity (5 ft., 1d6
electricity)
DEFENSE
AC 24, touch 24, flat-footed
20 (+8 deflection, +4 Dex, +2 size)
hp 102 (12d10+36)
Fort +12, Ref +12, Will +4
Defensive Abilities swarm
traits, wrest metal; Immune cold,
mind-affecting effects, negative energy
Weaknesses vulnerability to
electricity
OFFENSE
Speed 20 ft., burrow 20 ft.,
climb 20 ft.
Melee swarm (3d6 plus 5d6
electricity, distraction, and poison)
Space 20 ft.; Reach 0 ft.
Special Attacks distraction
(DC 18), megapede crush (3d6 plus 2d6 electricity, DC 16), poison, slough
centipedes
STATISTICS
Str 10, Dex 19, Con 14, Int 3, Wis 10, Cha 7
Base Atk +12; CMB —; CMD —
Feats Deadly FinishUC,
Great Fortitude, Improved Great Fortitude, Improved Initiative, Skill Focus (Perception),
Toughness
Skills Climb +12, Perception
+19, Stealth +17
ECOLOGY
Environment temperate or
warm land
Organization solitary or
pair
Treasure none
SPECIAL ABILITIES
Megapede Crush (Ex) As a
full round action, a megapede can coalesce itself into a long centipede form,
allowing it to trample all creatures in a 50-foot line (allowing a chance to
evade the trample or make an attack of opportunity as per the trample ability),
starting at any square occupied by the megapede. At the end of this action, the
megapede returns to its 20-foot space at the line’s terminus.
Megapede Poison (Ex)
Swarm—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 2d4 Dex; cure 2 consecutive saves.
Slough Centipedes (Ex) As a
standard action, a megapede can dislodge enough centipedes to create a
centipede swarm in at least one adjacent square. This reduces the megapede’s
hit point total by the centipede swarm’s hit points and reduces the megapede’s
space by 5 feet; it also loses access to its megapede crush ability. If a
megapede ends its turn in the same square as the centipede swarm, it can
reincorporate the swarm into its mass, adding the swarm’s current hit points to
its total and increasing its space by 5 feet again. A megapede cannot reduce
its space below 10 feet by means of this ability.
Vulnerability to Electricity
(Ex) Spells or effects that deal electricity damage to a single target
affect a megapede; the electricity damage is unadjusted (not dealing +50%
damage) in this case. Spells or effects that deal electricity damage and affect
an area deal twice the electricity damage to a megapede. However, a megapede takes no electricity damage from another megapede's attacks or abilities.
Wrest Metal (Ex) The
electrostatic field holding the megapede together also interacts with metal
weapons. If a metal weapon strikes a megapede it receives a free disarm attempt
that does not provoke an attack of opportunity. Its effective CMB for the
attempt is +16.
A discovery by a wizard who wished to create a gigantic gestalt
creature in the image of its component creatures, centipedes turned out to have
the best aptitude for the electrostatic process binding them together. The
resultant megapedes were loosed into the world to wreak havoc. The process
gives them a modicum of intelligence as the component creatures can rapidly
exchange information throughout the whole, allowing them to use basic tactics.
Megapedes typically attack like typical swarms but they also jolt creatures
which enter their electrical fields. They can launch out into a centipede-like
form to target difficult-to-reach opponents, and they are capable of expelling
centipedes from the gestalt to independently attack foes. Megapedes are carrion
eaters, but they are aggressive enough to kill creatures and wait for decay to
set in.
Megapedes spawn by breaking off a piece of their collective, which
holds a lesser electrostatic field, when they encounter a large number of
centipedes. This smaller unit absorbs the independent centipedes and grows into
a full-sized creature in an hour-long process.