Con Rit (Giant Sea Centipede) Working Draft
Con Rit (Great Sea Centipede)
Gargantuan Vermin (Aquatic)
Hit Dice: 20d8+160 (250 hp)
Initiative: +2
Speed: 20 ft. (4 square), swim 50 ft.
Armor Class: 24 (-4 size, +2 Dex, +16 natural), touch 8, flat-footed 22
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (3d8+12 plus poison) or spikes +23 melee (3d6+12)
Full Attack: Bite +23 melee (3d8+12 plus poison) and spikes +18 melee (3d6+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Impale, improved grab, spikes
Special Qualities: Darkvision 60 ft., low-light vision, scent, spiny defense, vermin traits, water dependent
Saves: Fort +20, Ref +8, Will +7
Abilities: Str 34, Dex 14, Con 26, Int —, Wis 13, Cha 7
Skills: Swim +20
Feats: —
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21-30 HD (Gargantuan), 31-60 HD (Colossal)
Level Adjustment: —
An enormous centipede-like swimming creature formed from a line of hexagonal segments. Each segment sports a pair of fin-like legs, one on each side, that end in sharp spikes. The last segment has two flexible spines that trail behind it like tails, while the head has a pair of black beady eyes, a cluster of feelers and sharp jaws at its tip. The creature is dark brown, with a yellow underside.
The con rit, or great sea centipede, is an aquatic relative of the monstrous centipede, just as its appearance suggests. They occasionally surface near tropical coastlines, but spend most of their lives in the depths of the ocean floor. The hard carapace casing a con rit's body sounds metallic when struck, and some sea dwelling races fashion it into tools or armor.
An average sized con rit is about 60 feet long, with each body segment being roughly 2 feet long and a yard wide, not including its 2½ foot long legs. A reported sighting of a 150 foot long sea centipede suggests these creatures can grow to monstrous size.
Combat
Con rit attack by biting, instinctively trying to seize prey with their venomous fangs. They thrash out with their spines if they have to defend themselves while their jaws are occupied.
Impale (Ex): A con rit deals 3d6+12 hp of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex): To use this ability, a con rit must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to constrict the foe the following round.
Poison (Ex): A con rit has a poisonous bite. Injury, Fortitude DC 28, initial and secondary damage 1d8 Dex. The save DC is Constitution-based.
Spiny Defense (Ex): Any creature that hits a con rit in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 22 Reflex save or take 3d6+12 point of piercing damage from its spikes. The save DC is Dexterity-based.
Water Dependent (Ex): Con rits can survive out of the water for 5 minutes per 2 points of Constitution (after that, refer to the drowning rules).
Skills: A con rit has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Dragon Magazine #190 (1993).