Monstrous Centipede, Huge, Fiendish

Huge Magical Beast (Augmented, Extraplanar) — CR 3

Monster Manual v.3.5 (MM), p. 287Updated 3.5

Monstrous Centipede, Huge, Fiendish is a D&D 3.5 monster from MM, p. 287. CR 3, HD 6d8+6 (33 hp).

Hit Dice
6d8+6 (33 hp)
Initiative
+2
Speed
Land 40 ft
Armor Class
16, touch 10, flat-footed 14
Base Attack / Grapple
+4/+15
Attack
Bite +5 melee (2d6+4 plus poison)
Full Attack
Bite +5 melee (2d6+4 plus poison)
STR
17
DEX
15
CON
12
INT
3
WIS
10
CHA
2
Fort / Ref / Will
+6 / +4 / +2
Challenge Rating
3
Alignment
Always Evil
Organization
Solitary or colony (2−5)
Treasure
None
Environment
Planes (evil-aligned)
Level Adjustment
Spell Resistance
11

Special Abilities

PoisonSmite GoodDamage ReductionDarkvisionResistance to ColdResistance to FireVermin TraitsSpell Resistance

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a noncelestial creature, or through some foul infernal breeding project.

These fiendish creatures are commonly summoned by a summon monster III spell.

Description

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a noncelestial creature, or through some foul infernal breeding project.

These fiendish creatures are commonly summoned by a summon monster III spell.

Combat

A huge fiendish monstrous centipede’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Poison (Ex): A monstrous centipede has a poisonous bite: Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Smite Good (Su): Once per day, a huge fiendish monstrous centipede can make a normal melee attack to deal an extra 6 damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.