Giant Centipede
There are several real -world species of venomous centipedes, around 1d4+4 inches long, which can deliver painful bites (represented as Stamina damage). The judge is welcome to replace with weakness (Strength damage) or dizziness and nausea (Agility damage) to represent specific species. Where there exists a chance to be bitten, a Luck check will prevent this. The chances of being bitten are slim – as lower is better on a standard Luck check, this is rolled using 1d16 (or further down the dice chain as the judge determines). Giant centipedes are described on page 398 of the core rulebook. These statistics reflect a more natural giant centipede similar to those found earlier games. The venom of these centipedes (giant or otherwise) cannot generally be extracted, and is so weak that few thieves or assassins would find attempting it to be worthwhile. Cephalopods Ammonite Swarm (5’ radius swarm of six -inch-long ammonites): Init +3; Atk swarming bite +0 melee (1d3); AC 16; HD 2d8; MV swim 10’; Act special; SP swarm traits; SV Fort +3, Ref +6, Will +0; AL N. Ammonite swarm (10’ radius swarm of foot -long ammonites): Init +2; Atk swarming bite +1 melee (1d5); AC 14; HD 3d8; MV swim 20’; Act special; SP swarm traits; SV Fort +4, Ref +5, Will +0; AL N. Ammonite (Small): Init +6; Atk grapple +2 melee (1d5) or bite +0 melee (1d4+1); AC 14; HD 1d8; MV swim 30’; Act 1d20; SP grapple (DC 10 to escape); SV Fort +4, Ref +4, Will +0; AL N. Ammonite (Medium): Init +4; Atk grapple +6 melee (1d6) or bite +3 melee (1d5+2); AC 14; HD 2d8+2; MV swim 40’; Act 2d20; SP grapple (DC 12 to escape), 5% are intelligent with 1 Wizard level; SV Fort +6, Ref +2, Will +2; AL N. Ammonite (Large): Init +2; Atk grapple +8 melee (1d7+1) or bite +4 melee (1d6+2); AC 16; HD 3d8+6; MV swim 30’; Act 4d20; SP grapple (DC 16 to escape), constrict and rend, 10% are intelligent with 1d4 Wizard levels; SV Fort +8, Ref +1, Will +4; AL N. Ammonite (Huge): Init +0; Atk grapple +12 melee (2d6+2) or bite +4 melee (3d5); AC 20; HD 8d8+24; MV swim 20’; Act 8d20; SP grapple (DC 20 to escape), constrict and rend, 15% are intelligent with 1d5+2 Wizard levels; SV Fort +12, Ref +0, Will +6; AL N. Ammonites are prehistoric cephalopod molluscs, similar to a chambered nautilus in appearance, but related to squid and octopi. They have large, spiral shells resembling a tightly -coiled ram’s horn and numerous long tentacles. They attack with grasping tentacles and a sharp jawplate structure called an aptychus . Smaller ammonites only attack in swarms, while larger ones can attack individually. Depending upon the size of the ammonite, the tentacles may be used merely to grasp, or may also constrict and rend for additional damage. Damage from constriction and rending is automatic to any creature struck by a tentacle attack, taking place each time the ammonite has initiative. A captured target can escape by making an Agility or Strength check (using an Action Die; DC determined by ammonite size). A large or a huge ammonite can hold multiple opponents, although it can only bite one at a time. A large ammonite can hold two creatures; a huge ammonite can hold four. An ammonite with a bite attack can only bite a held opponent, and it can do so once per round without using an Action Die. If its morale fails, an ammonite releases a cloud of black ink into the water, creating an area of total concealment four times as large as the originating creature. This ink cloud disperses after 1 round per Hit Die of the ammonite creating it. Each ammonite holds enough ink to create 1d4 ink clouds. It takes from 1 hour to 1 day, depending upon the size of the ammonite, to create enough ink for an additional usage, with smaller ammonites recharging their ink clouds more quickly than larger ones. The ammonite uses the opportunity so created to escape. Ammonite swarms share the common characteristics of all swarms: They are effectively immune to weapons damage and spells without an area effect. A creature caught in the area of a swarm must make a DC 10 Fort or Will save in order to take any action, or the Action Die is lost. A swarm automatically attacks all creatures in its area each round. 5% of medium -sizdd ammonites gain an evil intelligence. As ammonites grow, this chance increases by 5% with each size category, so that there is a 10% chance of large ammonites being intelligent, and a 15% chance of huge ammonites being so. Intelligent ammonites gain 1 levels of the wizard class if medium -sized, 1d4 levels if large, and 1d5+2 levels if huge. The manifestations of an ammonite’s spells should always match the creature’s nature – related to water, tentacles, the ocean, clouds of ink, its spiral shell, and darkness. An ammonite wizard can only use one of its Action Dice to cast a spell in any given round. Ammonite wizards are Chaotic, and are no longer considered natural animals. Normal ammonites simply grasp their prey, drawing it close enough to bite, until driven off or slain. If an ammonite can hold more than one creature, it will bite at the creature it bit last 50% of the time, and bite a random held creature 50% of the time. An ammonite that fails a Morale check releases its ink cloud and flees in a random direction.
Summary
Init +3; Atk bite +0 melee (1 plus venom); AC 14; HD 1 hp; MV 20’; Act 1d20; SP venom (DC 8 Fort or 1d3 damage); SV Fort -4, Ref +3, Will +0; AL N.