Huge Centipede

(Generated 164 times)
Namelist None
Rank Skilled
Race Huge Centipede
Cult rank None
Notes Centipedes have long sinuous bodies and a head tipped with a pair of poison claws. The first of its many legs ends in a needle-sharp point equipped with a smaller version of the venom glands found on its head. Centipedes, large or small, are nocturnal predators that hide from the light of the sun in small burrows or shaded places. At night, the centipede comes out to hunt. It is perfectly willing to slip into a fire-lit camp in order to seize likely prey before rushing back to its nest. Centipedes are found in all warm climes, including jungles, deserts and temperate forests, though they prefer to live near a plentiful water source. They are solitary creatures. The centipede is a complex creature, with an equally complex Hit Location system. The body is divided into multiple segments, with each Hit Location covering one or two of these segments. The segments are numbered from one through 18, with segment one being immediately behind the head and segment 18 being the creature’s posterior. If the centipede’s head is reduced to zero Hit Points or lower, it begins to thrash frantically but the fight is over and the creature will soon die. If any of the other segments are brought to zero Hit Points but not destroyed, the centipede will lose 5m from its Movement rate. If enough locations are incapacitated to reduce the creature’s Movement to zero, it will die. However, if one of the centipede’s segments is destroyed, all segments behind that one will be incapacitated and immobile. Meanwhile, all segments ahead of the one destroyed will attempt to run away, carrying the creature’s head with them. Tremor Sense The creature is capable of sensing minute vibrations in the surrounding earth to a range 18 metres (60 ft).
STR 8d6
CON 12d6
SIZ 12d6
DEX 3d6
INT 2d6+2
POW 2d6+3
D20Hit locationArmor
01 Segment 18 4
02 Segment 17 4
03 Segment 16 4
04 Segment 15 4
05 Segment 14 4
06 Segment 13 4
07 Segment 12 4
08 Segment 11 4
09 Segment 10 4
10 Segment 9 4
11 Segment 8 4
12 Segment 7 4
13 Segment 6 4
14 Segment 5 4
15 Segment 4 4
16 Segment 3 4
17-178 Segment 2 4
18 Segment 1 4
19-20 Head 4
Movement 12
Natural armor Yes

Non-random features

Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Exotic Poison ***Centipede Venom*** Application: Injection Potency: 50 + 5 per 2 metre length of the centipede Resistance: Endurance Onset time: Immediate Paralysis in location bitten, then affecting the entire body 1d3 rounds later Duration: Centipede’s CON in hours Conditions: If not resisted the poison acts as a muscle relaxant, immobilising the area bitten, and soon spreading to the rest of the body. Somewhat cruelly it does nothing to stop the sensation of pain.

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+20 Endurance CON+CON+20
Evade DEX+DEX+10 Perception INT+POW+35 Stealth DEX+INT+60
Willpower POW+POW+20

Combat styles

many legged horrorSTR+DEX+15

Weapon options

1-handed weapons

Amount: 3
Mandibles (1)
body crush (1)
leg grip (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Mandibles 1h-melee 1d12 H M - Grip, Sunder Y Y 0 0 head
body crush 1h-melee 2x E T - None Y Y 0 0 Segment x
leg grip 1h-melee 1d10 L S - Grip, Impale Y Y 0 0 segment 1