Tiny Construct, Neutral
AC 16 Natural Armor / Segmented Metal Plates    Initiative +2 (12)
HP 21 (6d4 + 6)
Speed 30 ft., Climb 30 ft., Burrow 10 ft.
Mod Save
STR 8 −1 −1
DEX 16 +3 +3
CON 13 +1 +1
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 8 −1 −1
Resistances Bludgeoning and Slashing from nonmagical attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Creators languages but can’t speak
CR 1/2 (XP 100; PB +2)
Traits

 

  • Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can communicate telepathically with them. In addition, the master can sense what the homunculus perceives while awake (no action required).

  • Hundred-Click Grip: When the centipede successfully initiates a constricting wrap, metal locking mechanisms in its joints click into place. Creatures have disadvantage on checks made to escape its grapple.

 

 

Actions

 

  • Venomous Mandibles: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

  • Brass Coils (Constrict): Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller target (ideally targeted at the head/neck if incapacitated). Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the centipede can occupy the target's space, and the target takes 6 (1d6 + 3) bludgeoning damage at the start of each of its turns as the segmented metal legs ratchet tighter.

 

 

Reactions

Interposing Shell: If the centipede is currently occupying its creator's space (or worn like an armored collar/eplet) and an attacker makes a physical melee weapon attack against the creator, the centipede can use its reaction to insert itself into the path of the attack. The attack targets the centipede's AC instead of the creator's. If the attack hits, the centipede takes the damage, and its segmented brass plates ring out with a sharp clink.

Description

 

  • The Executioner Loop: Because its bite can paralyze, the tactical ideal for this creature is to dart out of the shadows, sink its venomous fangs into a target, and wait for them to lock up. Once the target drops to paralyzed, the centipede scuttles up their body, wraps around their head or neck, and begins the horrific clicking process of mechanical skull crushing or amputation.

  • No Flight, No Problem: Giving it a 30-foot climb speed lets it drop from ceilings, crawl under doors, or scuttle up the legs of heavy combatants before locking in.

  • Instant Repair: If the centipede is battered and beaten down to 0 HP but hasn't been completely destroyed, it can be patched up by casting the cantrip MENDING, which will repair 2d6 damage. 

  • Workshop Repair: If the centipede is destroyed (damage equal to or more than double its full hp), its creator can collect the damaged shell and the homunculus heart and repair it over a period equal to a long rest. Repair requires 50gp in brass and machined parts than can be purchased from a workshop, as well as 2d12 hp worth of blood from the creator- leaving the creator with 1 point of exaustion.

 

Habitat: Any

Bob_Godsend

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