Monday, January 3, 2011

General Rules: Monsters - Giant Fire Beetle

Giant Fire Beetle (from the Monster Manual)
Small Vermin

Hit Dice: 1d8 (4 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 16 (+1 size, +5 natural); touch 11, flat-footed 16
BAB/Grapple: +0/-4
Attack: Bite +1 melee (2d4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +1 melee (2d4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/0 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, vermin traits
Saves: Fortitude +2, Reflex +0, Will +0
Abilities: Str 10, Int -, Wis 10, Dex 11, Con 11, Cha 7
Skills: -
Feats: -
Environment: Warm plains
Organization: Cluster (2 - 5) or colony (6 - 11)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Small)

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye that produce a red glow. The gland's luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

Combat
Giant fire beetles operate on instinct, driven by simple needs such as food. They attack only when hungry or threatened.

Vermin Traits: Mindless. Giant fire beetles have no Intelligence score and are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Giant Fire Beetles as Familiars
Giant fire beetles can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with giant fire beetle familiars gain fire resistance 5.

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