|Size/Type:||Diminutive Vermin (Swarm)|
|Hit Dice:||9d8-9 (31 hp)|
|Speed:||20 ft. (4 squares), climb 20 ft.|
|Armor Class:||18 (+4 size, +4 Dex), touch 18, flat-footed 14|
|Attack:||Swarm (2d6 plus poison)|
|Full Attack:||Swarm (2d6 plus poison)|
|Space/Reach:||10 ft./0 ft.|
|Special Attacks:||Distraction, poison|
|Special Qualities:||Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits|
|Saves:||Fort +5, Ref +7, Will +3|
|Abilities:||Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2|
|Skills:||Climb +12, Spot +4|
|Organization:||Solitary, tangle (2-4 swarms), or colony (7-12 swarms)|
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.