Speleonectes tanumekes, via Wikimedia |
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2018 Jonah Bomgaars.
This pale creature snakes blindly through
the black water, its needling pincers at the ready.
Remipede, Cave CR
1/2
XP 200
N Small
vermin (aquatic)
Init +4; Senses blindsense 60 ft., scent (in
water only); Perception +3
DEFENSE
AC 17, touch 13, flat-footed 13 (+4
Dex, +2 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +4, Will -1
Immune mind-affecting effects, vermin
traits
OFFENSE
Speed 10 ft., swim 40 ft.
Melee bite +5 (1d4-2 plus grab and
poison)
Special Attacks poison
STATISTICS
Str 7, Dex 18, Con 10, Int --, Wis 8, Cha 2
Base Atk +0; CMB -3 (+1 grapple); CMD
12
Feats Weapon FinesseB
Skills +3 Perception, +16 Stealth, +6
Swim; Racial Modifiers +4
Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite –
injury; save Fort DC 12; frequency
1/round for 6 rounds; effect 1 Dex
and 1 Con damage; cure 1 save. The
save DC is Constitution-based and includes a +2 racial bonus.
ECOLOGY
Environment underground
Organization solitary, pair, raft (3-6)
Treasure none
A hundred paddle-like legs propel this
aquatic centipede forward, venomous pincers open for the attack.
Remipede, Giant CR
1
XP 400
N Medium vermin
(aquatic)
Init +3; Senses darkvision 60 ft., scent (in
water only); Perception +4
DEFENSE
AC 16, touch 13, flat-footed 13 (+3
Dex, +3 natural)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects, vermin traits
OFFENSE
Speed 10 ft., swim 40 ft.
Melee bite +1 (1d6 plus grab and poison)
Special Attacks poison
STATISTICS
Str 11, Dex 16, Con 12, Int --, Wis 10, Cha 2
Base Atk +1; CMB +0 (+4 grapple); CMD
13
Skills +4 Perception, +11 Stealth, +8
Swim; Racial Modifiers +4
Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite –
injury; save Fort DC 13; frequency
1/round for 6 rounds; effect 1d2 Dex
and 1d2 Con damage; cure 1 save. The
save DC is Constitution-based and includes a +2 racial bonus.
ECOLOGY
Environment warm or temperate shoreline
Organization solitary, pair, raft (3-6)
Treasure none
This segmented black horror writhes through
the water on oar-like legs, clacking its needle-like pincers.
Remipede, Harbor CR 2
XP 600
N Large
vermin (aquatic)
Init +3; Senses darkvision 60 ft., scent (in
water only); Perception +4
DEFENSE
AC 16, touch 13, flat-footed 13 (+3
Dex, +3 natural)
hp 11 (3d8+2)
Fort +6, Ref +3, Will +1
Immune mind-affecting effects, vermin
traits
OFFENSE
Speed 10 ft., swim 40 ft.
Melee bite +5 (1d8+4 plus grab and
poison)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
STATISTICS
Str 19, Dex 14, Con 16, Int --, Wis 10, Cha 2
Base Atk +2; CMB +7 (+11 grapple); CMD
19
Skills +4 Perception, +6 Stealth, +12
Swim; Racial Modifiers +4
Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite –
injury; save Fort DC 16; frequency
1/round for 6 rounds; effect 1d3 Dex
and 1d3 Con damage; cure 1 save. The
save DC is Constitution-based and includes a +2 racial bonus.
ECOLOGY
Environment warm or temperate shoreline
Organization solitary, pair, raft (3-6)
Treasure none
Looking much
like an aquatic centipede, the remipede is actually a type of venomous
crustacean. Its many legs are shaped like paddles, letting it row through the
water like a galley but making it awkward and slow on land. It bites with two
needle-like pincers to either side of its mouth, filled with a deadly venom
that both incapacitates and dissolves its prey. Smaller remipedes tend to be
found in saltwater caves on or near the shore, though some have adapted to live
in freshwater. Larger remipedes hunt in coastal waters, but the largest of
these vermin can even be found in the open ocean.
Remipedes come in many sizes. The following
table lists the most common variants.
Species
|
CR
|
Size
|
HD
|
Sewer Remipede
|
¼
|
Tiny
|
1d8
|
Cave Remipede
|
½
|
Small
|
1d8
|
Giant Remipede
|
1
|
Medium
|
2d8
|
Harbor Remipede
|
2
|
Large
|
3d8
|
Reef Remipede
|
4
|
Huge
|
5d8
|
Deep Remipede
|
6
|
Gargantuan
|
8d8
|
Galley Remipede
|
8
|
Colossal
|
12d8
|
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Plot Hooks and Encounter Ideas
- The adventurers must cross a knee-deep stretch of water to get to the other end of the cave, but white remipedes lurk and hunt in it.
- A swarm of giant harbor remipedes surround the burning shipwreck, picking off crew who fall into the water. Can the adventuring party slay the vermin and rescue the crew?
- Rumors tell of a giant oar-legged remipede the size of a merchant ship that attacks fishermen out past the Galestone Reefs.
-your anchialine d20 despot
Also, there is a family of remipedia named after Godzilla.
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