I'm designing and adventure involving a Conjurer/Alienist (PrC from Tome & Blood NPC. Not surprisingly, he's got the Augment Summoning feat and carries around a lot of Summon Monster spells.
In the course of developing tactics for this guy I have had cause to look at the relative strengths and merits of the various creatures summoned by Summon Monster spells. One that stood out for meaningless melee was the Huge monstrous centipede, which can be summoned using a Summon Monster III. Although its CR is comparable with other creatures on the Summon Monster III table, in fact its stats suggest that it is a more powerful combatant than any of the others, by quite a significant amount, and is more closely related in combat power to the creatures summoned by Summon Monster IV. With +4 to Str and Con from Augment Summoning, and the pseudonatural template from Tome & Blood) in place of the fiendish template, a Huge monstrous centipede is more than a respectable opponent to take on 5th level PCs:
Huge pseudonatural monstrous centipede: Huge Magical Beast (Augmented Vermin, Extraplanar); CR 3; AL NE; HD 6d8+18 (45 hp); Init +2; Spd 40', climb 40'; AC 16* (-2 size, +2 Dex, +6 natural); BAB/Grap: +4/+17; Atk/Full Atk: Bite +7 melee (2d6+7 plus poison); SA Poison, true strike; SQ Alternate form, darkvision 60', DR 5/magic, resistance to acid 10 and electricity 10, vermin traits; SV Fort +8, Ref +4, Will +2; Str 21, Dex 15, Con 16, Int 3, Wis 12, Cha 2.
* Attackers suffer a -1 morale penalty to attack rolls when centipede is in alternate form.
Skills & Feats: Climb +13, Hide +2, Spot +4.
SA-Poison (Ex): Bite-Fort DC 16; initial and secondary 1d6 Dex damage.
SA-True Strike (Su): 1/day, single attack gains +20 insight bonus to attack roll; no penalties or miss chance for cover or concealment.
I examined the 3.0 version of the spell, and found that monstrous centipedes were not included in the standard lists at all.
Has anyone else noticed this, or am I missing something?
Cheers, Al'Kelhar
In the course of developing tactics for this guy I have had cause to look at the relative strengths and merits of the various creatures summoned by Summon Monster spells. One that stood out for meaningless melee was the Huge monstrous centipede, which can be summoned using a Summon Monster III. Although its CR is comparable with other creatures on the Summon Monster III table, in fact its stats suggest that it is a more powerful combatant than any of the others, by quite a significant amount, and is more closely related in combat power to the creatures summoned by Summon Monster IV. With +4 to Str and Con from Augment Summoning, and the pseudonatural template from Tome & Blood) in place of the fiendish template, a Huge monstrous centipede is more than a respectable opponent to take on 5th level PCs:
Huge pseudonatural monstrous centipede: Huge Magical Beast (Augmented Vermin, Extraplanar); CR 3; AL NE; HD 6d8+18 (45 hp); Init +2; Spd 40', climb 40'; AC 16* (-2 size, +2 Dex, +6 natural); BAB/Grap: +4/+17; Atk/Full Atk: Bite +7 melee (2d6+7 plus poison); SA Poison, true strike; SQ Alternate form, darkvision 60', DR 5/magic, resistance to acid 10 and electricity 10, vermin traits; SV Fort +8, Ref +4, Will +2; Str 21, Dex 15, Con 16, Int 3, Wis 12, Cha 2.
* Attackers suffer a -1 morale penalty to attack rolls when centipede is in alternate form.
Skills & Feats: Climb +13, Hide +2, Spot +4.
SA-Poison (Ex): Bite-Fort DC 16; initial and secondary 1d6 Dex damage.
SA-True Strike (Su): 1/day, single attack gains +20 insight bonus to attack roll; no penalties or miss chance for cover or concealment.
I examined the 3.0 version of the spell, and found that monstrous centipedes were not included in the standard lists at all.
Has anyone else noticed this, or am I missing something?
Cheers, Al'Kelhar