Neutral Small Monster (insect) (1-ft+ long)
FREQUENCY: Common
NO. APPEARING: 2-24 (I. 2d6+1)
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 9
MOVE: 15"
HIT DICE: 1d2 (hp 1)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 20*
MELEE: bite (no damage plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: tiny (-1 to saves)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: II (XP 104 or 103 + 1 per hp)
These nasty creatures are found nearly everywhere. They are aggressive and rush forth to bite their prey, injecting poison into the wound, but in many cases this poison is weak and not fatal (add +4 to saving throw die roll).
Also, as the centipede is small, it is less likely to resist attacks which allow it a saving throw (-1 on die).
Centipedes come in many colors — pale gray to black, red to brown.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, desert, hills), Tropical/near-tropical, uninhabited/wilderness areas (forest, desert); Megalocentipede. Temperate/sub-tropical, uninhabited/wilderness areas (forest), Temperate/sub-tropical, inhabited and/or patrolled areas (forest); Underground;
Neutral Small Insect (6-in long)
FREQUENCY: Common
NO. APPEARING: 5-30
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 9
MOVE: 21"
HIT DICE: 1d2 (hp 1)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 20*
MELEE: bite (no damage plus poison)
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: tiny (-2 to saves)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: II (XP 104 or 103 + 1 per hp)
Huge centipedes are simply smaller versions of giant centipedes.
They conform in most respects to their larger counterparts, including having a weak poison which allows a +4 on saves vs. its effects. However, due to their smaller size, failure to save vs. poison results in the victim taking 4-16 points of damage rather than death.
Huge centipedes make saving throws at -2.
Neutral Large Monster (insect) (5-ft long)
FREQUENCY: Very Rare
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 5
each: 18"
HIT DICE: 3 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d3 plus acidic poison)
SPECIAL ATTACKS: acidic poison - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 125 + 3 per hp)
Megalo-centipedes are colossal cousins of giant centipedes.
These creatures have a virulent toxin which requires saving throws to be made at the normal chances. When the save is successful, the poison burns the skin rather than being injected into the blood stream, and the victim merely takes 1-8 points of damage.
Megalo-centipedes gain normal saving throws themselves.
Neutral Large Monster (insect) (18-ft long)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: insect senses
ARMOR CLASS: 3
MOVE: 15"
HIT DICE: 9 (hp 40)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: bite (2d4 plus poison) and tail (3d4 plus poison) or armor spike (1d6)
SPECIAL ATTACKS: poison - Hits As: +3
SPECIAL DEFENSES: armor spikes
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VII (XP 2,180 or 1,700 + 12 per hp)
It is probable that stegocentipedes developed on some far removed parallel world or were the creation of some insane genetic manipulator. In either case, it is fortunate that these monsters are infrequently encountered. Although stegocentipedes are adaptable to both temperate and tropical conditions, they find nearly any habitat suitable. They tend to be sterile.
The chitinous plates running along the stegocentipede's spine give it armor class 3 in most (75%) combat situations. Its greater weight and legless tail portion make it move somewhat slower than others of its kind.
The monster hunts continually, rushing prey and seizing it in its huge mandibles. Poison is injected with each bite, and saving throws are applicable.
The rear portion of the stegocentipede ends in a thinner, scorpion-like tail. This appendage is heavily armored at its terminus, effectively forming a ball-like club which can lash 6 feet in any direction to strike opponents. Worse still, this weapon also contains poison. Victims struck by the tail must save vs. poison or be slain. If they are not slain, they take 3-12 points of damage.
The stegocentipede raises its spine plates defensively and moves rapidly. The spiked plates at the front are such that any opponents attacking the creature's head are themselves subject to what is effectively a horn attack. If the attack is successful, (normal to-hit roll needed), it inflicts 1-6 hit points damage. Note that up to 3 attackers can be subject to this defense attack due to the stegocentipede's rapid defensive motions.
Stegocentipedes are about 2 feet high with back spines adding another 1 to 2 feet when erect. The chitinous plates are in double rows which flatten along the creature's back when it is not engaged in combat.
Color is from light brown to gray-brown; green specimens have been reported.
Each segment of a stegocentipede's body has a pair of legs except for the tail segment, which is elongated and specialized.