| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 16 | +3 | +5 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
Luring Luminescence. The centipede’s crystalline growths emit dim light in a 20-ft radius. A creature that starts its turn within the light must succeed on a DC 12 Wisdom (Perception) check or treat the light source as difficult terrain for movement away from it until the end of its turn.
Crystal Camouflage. While motionless and partially buried or adjacent to crystal formations, the centipede has advantage on Dexterity (Stealth) checks.
Shard-Loaded Carapace. When the centipede is under the bloodied condition, fragments of crystal begin shedding from its body. Creatures that hit it with a melee attack take 3 (1d6) piercing damage.
Multiattack. The centipede makes two Bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage.
Crystal Shard Spray (Recharge 5–6)
The centipede expels a violent spray of jagged crystals in a 15-ft cone.
Each creature in the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) piercing damage on a failure, or half as much on a success. The area becomes lightly obscured with reflective debris until the end of the centipede’s next turn.
Skittering Retreat. The centipede moves up to half its speed without provoking opportunity attacks, as shards scatter beneath its body.
Description
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