Diminutive Vermin (Swarm)
Speed: 20 feet, climb 20 feet
Armor Class: 18 (+4 size, +4 Dexterity); touch 18, flat-footed 14
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)Space/Reach: 10 feet by 10 feet/0 feet
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 feet, immune to weapon damage, swarm traits, tremorsense 30 feet, vermin
Saves: Fortitude +5, Reflex +7, Will +3
Abilities: Str 1, Int -, Wis 10, Dex 19, Con 8, Cha 2
Skills: Climb +12, Spot +4
Feats: Weapon Finesse
Organization: Solitary, tangle (2 - 4 swarms), or colony (7 - 12 swarms)
Challenge Rating: 4
Alignment: Always neutral
Level Adjustment: -
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Centipede swarms are extremely difficult to fight with physical attacks. They have a few special vulnerabilities as follows.
Centipede Swarms as Familiars
Bat swarms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat and be at least a 9th-level caster. Goblinoids and goblinoid-blooded spellcasters often have centipede swarm familiars.
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