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Murk-Crawler

Scolopendra corruptus / “Cave Centipedes” / “The Burrowers”

“Found a nest in the grain storage. Fifty of them, each as long as my arm. Took three days and a lot of fire to clear them out.”
—Windmere farmer’s report


Quick Reference

Attribute Details
Type Insectoid (Giant centipede)
Rarity Common (increasing in settled areas)
Habitat Caves, underground passages, grain storage, ruins
Danger Level Moderate (CR 2-4, ambush predator)
Size Large (2-3m long, 20cm diameter)
Weight 15-30kg
Diet Carnivore (anything smaller, including humans)
Intelligence Low (instinctive)
Aggression High (territorial, hungry)
Lethality Moderate (venomous bite, ambush tactics)

Murk-Crawler - Cave Centipede Murk-Crawler - Cave Centipede

Description

Murk-crawlers are giant centipede-like creatures that have adapted to the post-Shattering world with remarkable success. Unlike many creatures, they seem largely resistant to Rot-corruption, their chitinous armor providing natural protection. They’re ambush predators that burrow through soil and stone, waiting for prey to pass overhead before erupting from below with devastating speed.

The creatures are 2-3 meters long with segmented bodies covered in black-brown chitin plates. Dozens of legs propel them with surprising speed, and their mandibles can crush bone. Most dangerous is their venom—a paralytic toxin that immobilizes prey while the murk-crawler feeds. They’re not intelligent, but they’re effective hunters that have become a persistent problem in settled areas.

What makes murk-crawlers particularly troublesome is their tendency to nest in human structures. Grain storage caves, underground passages, and ruins provide ideal habitat. A single breeding pair can produce dozens of offspring, and clearing an established nest is dangerous, expensive work that requires fire and courage.


Physical Characteristics

Appearance

Body: - Segmented (20-30 segments) - Chitinous armor (black-brown) - 2-3 meters long - 20cm diameter - Flexible but armored

Head: - Large mandibles (crushing power) - Multiple eyes (compound, poor vision) - Antennae (primary sense) - Venom glands (visible when feeding)

Legs: - Dozens of pairs - Sharp claws - Fast movement - Can climb walls

Chitin: - Corruption-resistant - Hard (deflects blades) - Segmented (flexibility) - Valuable (armor crafting)


Behavior and Hunting

Ambush Tactics

Burrowing: - Digs through soil/soft stone - Creates tunnel networks - Waits underground - Senses vibrations

The Strike: - Erupts from below - Mandible strike first - Venom injection - Drags prey underground

Feeding: - Paralyzes prey - Feeds slowly - Returns to nest - Stores excess food

Nesting

Nest Location: - Dark, enclosed spaces - Caves preferred - Grain storage (warmth) - Ruins (shelter)

Nest Structure: - Central chamber - Multiple tunnels - Egg chamber (separate) - Food storage

Colony Size: - Breeding pair + offspring - 10-50 individuals - Territorial (defend nest) - Aggressive when threatened


Combat Abilities

Attacks

Venomous Bite: - Mandible crush + venom - Paralytic toxin - Progressive (worsens over time) - Treatable (if quick)

Mandible Crush: - Powerful bite - Breaks bone - No venom (pure damage) - Quick strikes

Burrow Ambush: - Surprise attack - From below - Difficult to defend - Knockdown effect

Defenses

Chitin Armor: - Deflects blades - Corruption-resistant - Segmented (flexible) - Weak points (joints)

Speed: - Fast (for size) - Agile - Can climb - Difficult to escape

Burrowing: - Escape underground - Ambush from below - Difficult to pursue - Tactical advantage

Weaknesses

Fire: - Chitin burns - Nest vulnerable - Effective deterrent - Best weapon

Crushing Weapons: - Hammers, maces - Break chitin - More effective than blades - Recommended

Loud Noise: - Disorients - Disrupts hunting - Temporary effect - Tactical use


The Venom

Effects

Immediate (Minutes 1-10): - Numbness at bite site - Spreading paralysis - Difficulty moving - Panic

Progressive (10-30 minutes): - Full paralysis - Conscious but immobile - Breathing difficult - Terror

Treatment: - Immediate: Tourniquet (if limb) - Early: Antivenom (alchemical) - Late: Prayer - Prevention: Don’t get bitten


Materials (If Killed)

Chitin Plates: - Value: 10-30 coins per plate - Uses: Armor crafting (light, strong) - Rarity: Common (if you kill them) - Quality: Varies by age

Venom Sacs: - Value: 20-50 coins - Uses: Alchemy, poison crafting - Rarity: Uncommon (must extract carefully) - Danger: Handling risk

Mandibles: - Value: 5-15 coins - Uses: Decorative, trophies - Rarity: Common - Quality: Trophy value


Cultural Impact

In Settlements

Pest Problem: - Infest grain storage - Dangerous to farmers - Expensive to clear - Constant vigilance

Extermination: - Professional hunters - Fire essential - Dangerous work - Good pay

Prevention: - Sealed storage - Regular inspections - Traps - Vigilance

In Stories

Horror Tales: - “The thing in the cellar” - “Buried alive” - Children’s nightmares - Effective warnings

Practical Wisdom: - “Check before you dig” - “Fire kills crawlers” - “Never alone in caves” - Survival advice



In-World Documents

Pest Control Contract

MURK-CRAWLER INFESTATION

Location: Windmere grain storage, cave system 3

Estimated population: 30-50 individuals

Threat level: High (breeding pair confirmed)

Payment: 200 coins + materials

Requirements: - Fire equipment essential - Minimum 3 hunters - Cave experience required - Antivenom on hand

Contact Elder’s office for details.

Farmer’s Warning

To new settlers:

Murk-crawlers are real. They’re dangerous. They will nest in your storage if you let them.

Prevention: - Seal all underground spaces - Inspect regularly - Don’t ignore vibrations - Keep fire handy

If you find one, don’t fight it alone. Get help. These things kill.

If you find a nest, evacuate and call professionals. Trying to clear it yourself is how people die.

Learn from our mistakes. Stay safe.


“Murk-crawlers are proof that not everything dangerous in the Aetherium is corrupted. Sometimes nature is scary enough on its own. They’re fast, venomous, armored, and they hunt in packs. The only good news is they’re not smart. Use fire, use crushing weapons, and don’t go into caves alone. That’s how you survive murk-crawlers. That’s how you survive, period.”
—Pest hunter’s advice