Rimworld: Centipede (5e Creature)
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Centipede[edit]
Large construct, unaligned Armor Class 20 (natural armor)
Saving Throws Str +10, Con +7 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 ACTIONSBody 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.
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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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