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Remorazz

This large blue armored lengthy, segmented horror writhes and twists, pulsing its icy mandibles in search of prey.

Remorazz (CR 4)

XP 1,200
N Large Vermin (Ice)
Init +6; Senses Darkvision 60 ft.; Perception +8

DEFENSE

AC 16, touch 11, flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 50 (6d8+24)
Fort +8, Ref +4, Will +2
Immune mind-affecting effects; Resist earth 5, ice 10; Strong Wind

OFFENSE

Speed 40 ft., Climb 40 ft.
Melee Bite +5 (1d8+3 plus 1d6 ice damage), Sting +5 (1d8+3 plus 1d6 ice damage)
Space 10 ft; Reach 10 ft.
Special Attacks Critical Attack

STATISTICS

Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18 (can’t be tripped)
Feats Improved InitiativePower Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d3 rounds as a standard action, the remorazz can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8+3 x 1.5 for total damage.