BX Monsters A to Z: Centipede, giant

 If you're looking for a newbie-safe monster, look no further than the Giant Centipede from the Basic Rules.

Imagine me as long as your forearm.


These things are classic creepy-crawlies, foot-long versions of our common real-world centipedes, and may evoke the same feelings of fear and revulsion in anyone with a phobia of those tiny critters. They're not tough (AC 9 and 1/2 Hit Die), they're not fast (60'(20') movement rate), they inflict zero points of damage, and they're not encountered in overwhelming numbers (2-8 dungeon, 1-8 outdoors). Even 1st-level characters will likely to be able to dispatch them relatively quickly... but that doesn't necessarily mean they should attempt to do so.

The reason adventurers might prefer to be circumspect when dealing with giant centipedes is that they're venomous. To be sure, it's not deadly, but if you fail that save vs. poison, you're out of commission for no less than 10 days. Let that sink in a moment. For a full ten days, the victim of a giant centipede bite is so ill, he can do nothing but move at half speed. No attacks, no spell casting, no thief skills, no turning undead, no running. Other than moving slowly (and presumably basic life functions like eating, drinking, breathing, and speaking) this guy is completely bedridden. In the real world, that would be the sort of affliction that would make you wish you were dead. In the game, it's a period of time we can skim past, but it still means an interruption of the adventure, and if you're keeping strict time and having things change in the interim, it could be fairly consequential. Ten days is plenty of time for the goblins to reset their defenses, or for the prisoners the PCs were hoping to rescue to be sold into slavery and carted halfway across the kingdom. 

This is perfect for teaching new players that they shouldn't necessarily engage in combat with every monster, without seriously threatening the long-term health of their characters. Not only is there no chance of being killed by a giant centipede, there's no chance of the creatures causing a TPK in and of themselves. Assuming the party can avoid further encounters, they can still drag themselves back to town to convalesce together and reflect on their folly. 

Something that isn't mentioned, but in my opinion should be, is some word on how much a poisoned character can carry while bumbling along at half speed. I personally would set that limit at no more than very light encumbrance, i.e. no more than would ordinarily keep the character in the very top line of the encumbrance table, at 120'(40') movement. If the party has too many characters poisoned, they're not only going to have to potentially leave loot behind, it's quite likely they'll have to ditch heavy armor, weapons, and miscellaneous equipment. Does that seem harsh? Well, just be glad your character's life isn't actually in danger from the venom, and be smarter next time.

In a game that could use more monsters appropriate to challenge new characters without overwhelming them, the giant centipede is a standout. I wouldn't change a thing about it. 

Comments

Popular posts from this blog

The good, the bad, and the ugly of B/X D&D

Stuff you can do with an ascending AC and attack bonus-based combat paradigm

What to do with treasure?