Giant Centipede (PFS 1-03)Creature -1
Perception +6 (darkvision)
Languages none
Skills Acrobatics +6, Athletics +2, Stealth +6
Str -1, Dex +3, Con +1, Int -5, Wis +1, Cha -4
AC 15; Fort +7; Reflex +6; Will +2;
HP 7
Speed 30 feet (climb 30 feet)
Mandibles
+6 (+1, -4) to hit (finesse) 1d4-1 PiercingGiant Centipede Venom (poison)
Saving Throw DC 14 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage (1 round)
Stage 2 1d8 poison damage, Clumsy 1, and Off-Guard (1 round)
Most giant centipedes nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature's venom.
Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.