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Centipede

Bestiary entry · 375 HP

Centipede is an enemy body with 375 HP, light at weight 0.4. It fights with 1 authored move. It sees 320° ahead and gives chase from 14 m. A kill pays 4 coins.

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
bite100meleelow0.4 s of 0.5 s1.25 m2.614f (233 ms)14f (233 ms)10

Abilities & behaviour (10)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (2)

StateWhat it is
BiteThe bite: a telegraphed lunging snap.
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (8)

StateWhat it is
ChaseThe centipede's crawl-and-close (its FSM node is named "Chase" so the shared idle/hurt/knockdown routing — all keyed on "chase" — hands off into it for free).
DeadDeath: no more sink-and-vanish.
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
ScatterFreshly split: burst away from the brood pile along the scatter heading for a beat — so a player can't cleave every newborn at once — then drop into the normal hunt.
SplitCorpseSplit-on-impact corpse: the finishing blow must not pop a splitter (slime / centipede) on the spot — it flings the dead body, which only bursts into its brood when it slams a wall hard while dead, or when it finally settles.
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Pool entryPower costWeightPer-tile chanceMax/roomGatesAtmosphere biasPairs with
centipede1.30.222.5%2depth ≥ 4danger 0.5, weird 0.3
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.

On islands

Power costCommon everywhereComes out at nightClaws out of the ground
1.1Yes
BiomeWeight
Dead0.5
Desert0.75
Forest0.22
Jungle0.75
Mangrove0.45
Volcanic0.3
it arrives by clawing out of the ground near whoever is ashore.
Full rules: Overworld spawns.

Drops

PayoutAmountNotes
Coins4Always. Scales with max HP.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/centipede/centipede.tscn
Scriptres://enemies/centipede/centipede.gd
ClassCharacterBody3D
Categories: Bestiary