Hundred-Footed Horror
Grossly overgrown, big toothed, overly aggressive millipedes from the duel dimension. These hulking monstrositites are only found in the deepest reaches of the earth, and they sadistically attack anything that moves.
Basic Information
Anatomy
with 100 clawed legs, mandibles, teeth, antennae, glaring eyes, and back spikes, this creature really lived up to its name. Bizarrely, they also have a pair of muscular yet largelyy redundant arms.
Genetics and Reproduction
Trust me; you don't want to know.
Dietary Needs and Habits
Anything and everything. The voracious hunger of this beast is rivalled only by it's unbridled fury
Additional Information
Facial characteristics
It's glaring pure orange luminescent eyes are the first sign of thiscreature. Its teeth and mandibles will be the next, and possibly the last thing you will see.
Average Intelligence
Thier biggest letdown is the brains department. But believe the cautionary tale: they don't need smarts to erase you.
Perception and Sensory Capabilities
Darkvision 100ft.
Keen sight and smell: this creature has advantage on perception checks for seeing and smelling.
Keen sight and smell: this creature has advantage on perception checks for seeing and smelling.
Huge Beast (insect Chaotic Evil
AC: 14, MOV: 35ft, HP: 43 (6D8+13)
STR: 20, DEX: 11, CON: 18, INT: 2, WIS 14, CHR: 5
Challenge: 2 (450 exp)
AC: 14, MOV: 35ft, HP: 43 (6D8+13)
STR: 20, DEX: 11, CON: 18, INT: 2, WIS 14, CHR: 5
Challenge: 2 (450 exp)
Features:
Damage resistances: darkness, water, lightning
Damage immunities: earth
Damage vulnerabilties: fire, necrotic, radiant
Slow start: during the first 2 rounds of combat, this creatures attack and damage modifiers are halved. Adept Burrower: this creature can burrow into solids upto the strength of solid Metal as part of its movement.
Actions:
Multiattack: this creature may make 1 bite, 1 punch, and one tail slam action per turn.
Bite: melee weapon attack, +8 to hit (STR), 10ft reach, one target. Hit: 1D8+4 bludgeoning damage.
Punch: melee weapon attack, +8 to hit (STR), 5ft reach, one target. Hit: 3d4+2 bludgeoning damage
Tail: Melee melee weapon attack, +8 to hit (STR), 10ft reach, one target. Hit: 1D6+2 bludgeoning damage + 1D4+2 piercing damage. Can only hit a target adjacent to the tail section of this creature.
Caustic spit: ranged weapon attack, +5 to hit, 25ft range, one target. Hit: 2D8+2 acid damage
Magnitude (recharge 6): all creatures within 100ft of the creature must make a DC12 dexterity saving throw. Creatures in range take 4D6 earth damage, halved on a success. This action may cause cave ins and other environmentally destructive events (DM's discretion)
Damage resistances: darkness, water, lightning
Damage immunities: earth
Damage vulnerabilties: fire, necrotic, radiant
Slow start: during the first 2 rounds of combat, this creatures attack and damage modifiers are halved. Adept Burrower: this creature can burrow into solids upto the strength of solid Metal as part of its movement.
Average Height
12-15ft tall
Average Weight
1,700lbs
Average Length
14-20ft long
Average Physique
Boasting significant bulk and terrifying power, the hundred footed horror is only marred by its lumbering speed and inability to engage in combat quickly. This is the one advantage you will have over them, so capitalise on that like your life depends on it....because it does.
Body Tint, Colouring and Marking
Dark crimson chitin with white claws/spikes, and an orange underbelly.
Geographic Distribution
Multiattack: this creature may make 1 bite, 1 punch, and one tail slam action per turn.
Bite: melee weapon attack, +8 to hit (STR), 10ft reach, one target. Hit: 1D8+4 bludgeoning damage.
Punch: melee weapon attack, +8 to hit (STR), 5ft reach, one target. Hit: 3d4+2 bludgeoning damage
Tail: Melee melee weapon attack, +8 to hit (STR), 10ft reach, one target. Hit: 1D6+2 bludgeoning damage + 1D4+2 piercing damage. Can only hit a target adjacent to the tail section of this creature.
Caustic spit: ranged weapon attack, +5 to hit, 25ft range, one target. Hit: 2D8+2 acid damage
Magnitude (recharge 6): all creatures within 100ft of the creature must make a DC12 dexterity saving throw. Creatures in range take 4D6 earth damage, halved on a success. This action may cause cave ins and other environmentally destructive events (DM's discretion)
1D4+1x Dark Kanji Stones (45%), 1xBlank effect monster card (40%), 1D6+1xLevel rune (35%), 1D4xInsectoid essence (23%), 1xAttack core (20%)
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