Centianima Variants
System: Pathfinder | SRD
Centianima Variants
CR 4
XP 1200
Init +6
;
Senses all-around vision, darkvision 60 ft.; Perception +9
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 32 (5d8+10)
Fort +5,
Ref +3,
Will +5
DR 5/bludgeoning
Immune cold, undead traits
Offense
Speed 30 ft.
Melee 2 bites +7 (1d8+5)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks burst of bone
CMB +9
CMD 21 (+24 vs trip)
Statistics
Str 21,,
Dex 15,,
Con —,,
Int 8,,
Wis 13,,
Cha 14
Base Atk +3
Feats Great Fortitude , Improved Initiative , Step Up
Skills Intimidate +10, Perception +9, Stealth +6
Languages Common (can’t speak)
SQ compression, dual threat
Special Abilities
Burst of Bone (Ex) Three times per day, a centianima can shake its body as a full-round action to shoot deadly bone shards at all creatures within a 15-foot radius. These bone shards deal 2d6 points of piercing damage (Reflex DC 14 half). The save DC is Dexterity-based.
Dual Threat (Ex) A centianima has a head at each end of its long body, and each head has a bite attack. Each head can make only one bite attack per round. A centianima still counts as a single creature for effects that would target it.