Large Fiend, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 150 (10d10 + 50)
Speed 40 ft., climb 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Damage Vulnerabilities Cold, Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Truesight, Passive Perception 18
Languages Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Toxic Body. A creature that touches the  Abyssal Centipede or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.

 

Native to The Drillers Hives.

 

Actions

Multi-attack. The Abyssal Centipede makes one Bite or one Ram attack and one Stinger attack per round (see below).

Stinger. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage on failed save (Con 15) and the target is poisoned and takes 1d6 points of poison damage at the beginning of every turn until they make a (Con 15) save or three turns have passed.

Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8) piercing or slashing damage.

Ram. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage and knocked prone or disarmed on a failed (Str 15) save..

Creation. The Abyssal Centipede can cast the Creation spell once per turn as an action.

Mirror Image. The Abyssal Centipede can cast the Mirror Image spell as a bonus action once per encounter.

Teleport (Recharge 3–6). As a bonus action, the Abyssal Centipede teleports up to 30 feet to an unoccupied space it can see.  Any items it is carrying or wearing may teleport with it if it choses.

Medo

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