Rimworld: Centipede (5e Creature)

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Centipede[edit]

Large construct, unaligned


Armor Class 20 (natural armor)
Hit Points 60 (10d8 + 10)
Speed 15 ft.


STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 18 (+4) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +10, Con +7
Skills Intimidation +4, Perception +3
Damage Vulnerabilities lightning
Damage Resistances slashing, bludgeoning
Damage Immunities fire
Condition Immunities charmed, frightened, petrified, poisoned, paralysed, unconscious
Senses passive Perception 8
Languages
Challenge 6 (2,300 XP)


Versatile Weaponry. Centipedes can hold 1 of 3 weapons at any given time, a heavy charge blaster, an inferno cannon or a minigun. While centipedes cannot change weapons by themselves, a friendly mechinator can use a short rest to change the equipped weapon on a centipede.

Vanometric Charging. Unless connected to a mechinator, centipedes passively recharge their internal batteries, removing their need to rest or manually recharge.

EMP Adaptation. Whenever a centipede is hit by lightning damage, it must make a DC 20 constitution saving throw or be stunned for 1d4 rounds. If a centipede becomes stunned, the DC saving throw is decreased by 1 if they get hit by lightning damage again. If a centipede succeeds any constitution saving throw, it is immune from being stunned for 8 hours

Bandwidth. The centipede can be controlled by a mechinator at the cost of 4 bandwidth. Once controlled, its alignment switches to the alignment of its mechinator and will listen to any commands given to it by said mechanitor

ACTIONS

Body Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 bludgeoning damage.

Heavy Charge Blaster. Ranged Weapon Attack: +5 to hit, reach 45 ft., three targets. Hit: 10 (2d4 + 5) force damage.

Inferno Cannon. Ranged Weapon Attack: reach 45 ft., one target, 10 ft. radius on target. Hit: 10 (2d4 + 5) fire damage.

Minigun. Ranged Weapon Attack: +3 to hit, reach 30 ft., five targets. Hit: 10 (2d4 + 5) piercing damage.


Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics. While they aren't too dangerous by themselves, in large groups they can decimate entire armies.

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