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Home > Bestiary > Vermin > Centipede Family >

This purple creature resembles a gigantic centipede cover with chitinous plates of hardened bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.Groundpede

Groundpede (CR 7)

XP 3,200
N Huge Magical Beast
Init +6; Senses Darkvision 60 ft.; Perception +7

DEFENSE

AC 17, touch 10, flat-footed 15 (+2 dex, +7 natural, -2 size)
hp 94 [135] (9d10+45)
Fort +10, Ref +8, Will +3
Immune mind-affecting effects; Resist earth 10
Weakness Ice

OFFENSE

Speed 40 ft., Climb 40 ft.
Melee Bite +11 (2d6+4 plus poison), Sting +11 (2d6+4 plus poison)
Space 15 ft; Reach 15 ft.
Special Attack Earthquake

STATISTICS

Str 19, Dex 15, Con 18, Int -, Wis 10, Cha 2
Base Atk +9; CMB +15; CMD 27 (can’t be tripped)
Feats Improved Initiative*, Power Attack*, Skill Focus (Perception)*, Toughness*

*Bonus Feat
Skills Climb +12, Perception +7, Stealth +2; Racial Modifiers +4 Perception, +8 Stealth

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d2 rounds as a standard action, the groundpede can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+4 x 1.5 for total damage.

Earthquake (Su)

Once every 1d3+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect for 1d6 rounds. They must make a Reflex save (DC 14) for half damage and to negate the status effect. Blue mage may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Poison (Ex)

Bite or sting — injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d8 non-elemental damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.