Cleaver Centipede (CR 1/4)

An elongated creature whose foot long body is composed of a series of segments, each with a pair of legs, numbering around fifty in total. Its round, flattened head sport a pair of antennae, a pair of elongated mandibles, and two pairs of maxillae, while its body ends in a forked tail.

CR 1/4: Cleaver Centipede
    Any cleaver centipede
    N Tiny vermin
    Background Hunter
    Init +2; Senses blindsight 30 ft.; Perception (Wis) +0 (Skilled +0)    
Defense
    hp 1 (-2d8-3)
    DV 12, touch 12, flat-footed 10 (-2 defense, +2 Dex, +2 size)
    Fort +0, Ref +3, Will -1    
    DR 0/armor (+0 natural)    
    Immune mind-affecting            
Offense
    Speed 30 ft., burrow 30 ft., climb 15 ft.
    Space 1/16 sqr.; Reach 0 ft.
    Base Atk -2; CMB -4 (grapple +0); CMD 6 (cannot be tripped)
    Melee bite +2 (1d3+1 [7/4] plus poison and grab), slam +2 (1d2+1 [5/3])    
    Special Attacks constrict (1d3+1), poison (DC 8), trample (1d2+1)            
Statistics
    Abilities Str 7, Dex 15, Con 9, Int 1, Wis 11, Cha 1
    Feats Big Game Hunterb, Stealthyb        
    Skills
Acrobatics (Dex) +2 (0 ACP, Skilled +0)
Appraise (Int) — (Novice +0)
Artistry (Int) — (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) — (Novice +0)
Climb (Str) +6 (0 ACP, Skilled +0, +8 racial)
Craft () (Int) — (Novice +0)
Diplomacy (Cha) — (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) — (Novice +0)
Escape Artist (Dex) +4 (0 ACP, Skilled +0, +2 feat)
Fly (Dex) — (0 ACP, Novice +0, +4 size)
Handle Animal* (Cha) — (Novice +0)
Heal (Wis) +0 (Novice +0)
Intimidate (Cha or Str) -2 (Novice +0)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) — (Novice +0)
Lore* (Int) — (Novice +0)
Perform () (Cha) — (Novice +0)
Profession* () (Wis) — (Novice +0)
Ride (Dex) — (0 ACP, Novice +0)
Sense Motive (Wis) +0 (Novice +0)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) +6 (0 ACP, Skilled +0, +2 feat, +2 size)
Survival (Wis) +0 (Expertbg +0)
Swim (Str) -2 (0 ACP, Novice +0)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)        
    Possessions None.    
    Cleaver Centipede Poison (Ex) injury; save Fort DC 8; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save.

Racial Traits


Standard Traits

  • CR: 1/4 (-40 CP total)
  • Hit Dice: Cleaver centipedes have -2 Hit Dice (d8). (0 CP)
  • Alignment: N
  • Type: Cleaver centipedes are Vermin.
  • Size: Cleaver centipedes are Tiny creatures, and gain -4 Strength, +4 Dexterity, -2 Constitution, +2 size bonus to attack rolls, -2 size penalty to CMB and CMD, +2 size bonus to DV, +4 size bonus to Fly, +2 size bonus to Stealth, have a space of 1/16 sqr., a reach of 0 ft., a speed of 10 ft. (-8 CP)
  • Speed: Cleaver centipedes have a base speed of 30 feet, a burrow speed of 30 ft., and a climb speed of 15 feet. (5 CP)
  • Ability Score Adjustment: -6 Intelligence, -6 Charisma. (-24 CP)

Defense Racial Traits

  • Combat Maneuver Immunity: Cleaver centipedes cannot be targeted by the trip combat maneuver or its effects. (4 CP)
  • Natural Armor: Cleaver centipedes have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Cleaver centipedes have good Fortitude and Reflex saves. (4 CP)
  • Vermin Mind: Cleaver centipedes are immune to mind-affecting effects and spells. (3 CP)

Feat and Skill Racial Traits

  • Bonus Feats: Cleaver centipedes gain Stealthy as a bonus feat. (2 CP)
  • Class Skills: Cleaver centipedes gain the following as class skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, and Survival. (3 CP)
  • Climb: Because of they have a climb speed, cleaver centipedes have a +8 racial bonus to Climb checks.
  • Skill Ranks: Cleaver centipedes gain 2 + Intelligence modifier skill ranks per Hit Die. (0 CP)
  • Vermin Skills: Cleaver centipedes cannot use, nor put ranks and proficiency increases, the following skills: Appraise, Autohypnosis, Artistry, Bluff, Craft, Diplomacy, Disguise, Fly, Knowledge, Linguistics, Lore, Perform, Profession, Ride, Sleight of Hand, Spellcraft, Truespeak, Use Magic Device. (-72 CP)

Offense Racial Traits

  • Base Attack Bonus: Cleaver centipedes have medium base attack bonus progression. (0 CP)
  • Bite: Cleaver centipedes have a bite natural attack that deals 1d3 point of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Cleaver Centipede Poison: injury; save Fort DC 10 + 1/2 total Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save. (9 CP)
  • Constrict: Cleaver centipedes have the constrict ability that deals damage equal to its bite. (2 CP)
  • Grab: Cleaver centipedes' bite has the grab ability. (4 CP)
  • Slam: Cleaver centipedes have a slam natural attack that deals 1d2 points of damage. At 7th Hit Die, and every 7 HD after, the slam's damage increases by 1 size. (2 CP)
  • Trample: Cleaver centipedes' have the tramble ability. (4 CP)

Senses Racial Traits

  • Blindsight: Cleaver centipedes have blindsense up to 30 feet. Invisibility, darkness, and most kinds of concealment are irrelevant, though the they must have line of effect to a creature or object to discern that creature or object. They usually do not need to make Perception checks to notice creatures within range of its blindsight ability. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet. (10 CP)

Other Racial Traits

  • Armless: Cleaver centipedes have no arms, and cannot hold items or wield weapons. (-10 CP)
  • Compression: Cleaver centipedes have the compression ability. (2 CP)
  • Legs: Cleaver centipedes have 50 pairs of legs, but do not get the +4 bonus to CMD vs. trip. (196 CP)
  • Slow Movement: Despite their many legs, cleaver centipedes are not extremely fast. (-180 CP)
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License