Illumination. The centipede sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Blood Embers. When the centipede takes damage of any kind except psychic or fire, each creature within 5 feet of it takes 2 (1d4) fire damage.
Blisterbomb. When the centipede is reduced to zero hit points, it must make a DC 10 Constitution saving throw. On a successful save, the centipede explodes, creating a 5-foot radius sphere dust cloud that obscures the area. On a failed save, the centipede explodes, instead creating 5-foot radius sphere fireball. Each creature in that area must succeed a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage and 5 (2d4) poison damage on a failed save, or half as much on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
The product of Charre's inhumane experiments on woodland beasts, these unfortunate creatures scurry around their former habitats frantically, mindless and driven by an urgent burning from their insides. Once regular centipedes, Blisterbomb centipedes have been unnaturally bloated by Charre's experimental spells.
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