Bleeding Beetle by Ogre_Bane
Large Vermin
Hit Dice: 8d8+48 (84 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), burrow 20 ft. (4 squares), climb 20 ft. (4 squares)
Armor Class: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (1d10 +8)
Full Attack: Bite +13 melee (1d10 +8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict, improved grab, powerful charge
Special Qualities: Darkvision 60ft., poison blood, tremorsense
Saves: Fort +12, Ref +7, Will +1
Abilities: Str 27, Dex 17, Con 23, Int 0, Wis 8, Cha 13
Skills: Hide +5, Listen +5, Move Silently +9, Spot +3
Feats: Improved Initiative, Lightning Reflexes, Ability Focus (Poison Blood)

Environment: Any land or underground
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -


This large beetle has two large mandibles it clicks as well as six very thin legs that scuttle as it approaches you. Its chitinous body seems to be made of metal plates and seems it would turn aside any attack. The most noticeable features are a very large horn jutting from its head and the constant black liquid oozing from cracks in its body.

Bleeding beetles are native vermin to the deep caverns of the world, although they sometimes make nests in large forests that have easy access to natural caves. A bleeding beetle constantly oozes its blood (which is reproduced instantly) from small pores in its extremely durable exoskeleton, giving the vermin its name.

A bleeding beetle lives on any type of meat. They stand about 4 feet high and 7 feet long. Bleeding beetles are native vermin to the deep caverns of the world, although they sometimes make nests in large forests that have easy access to natural caves. A bleeding beetle constantly oozes its blood (which is reproduced instantly) from small pores in its extremely durable exoskeleton, giving the vermin its name.

A bleeding beetle lives on any type of meat. They stand about 4 feet high and 7 feet long.

Combat
Bleeding beetles know they are strong and they begin each encounter with a powerful charge, letting their horn lead the way into combat. Afterwards, they bite and grab any opponents nearby and try to squeeze them to death. Any remaining opponents must deal with its poisonous blood while they attack it.

Bleeding beetles often fight in pairs to better gain flanking bonuses.

Constrict (Ex): After maintaining a successful hold on an opponent, the bleeding beetle begins to squeeze its enemy with its mandibles, dealing automatic bite damage and causing 1d8+12 crushing (bludgeoning) damage.

Improved Grab (Ex): If a bleeding beetle hits with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict.

Powerful Charge (Ex): When a bleeding beetle makes a charge, its attack deals 1d10+16 piercing damage, in addition to the normal benefits and hazards of a charge.

Poison Blood (Ex): The blood oozing out of a bleeding beetle is highly toxic to other creatures. Any time someone harms a bleeding beetle, they must succeed at a Reflex saving throw (DC 17) or have the toxic blood of the beetle spray them. This save is Dexterity based. Creatures attacking with natural weapons do not receive a Reflex saving throw to avoid the poisonous blood spray.

After they have been sprayed, they must succeed at a Fortitude saving throw (DC 22) or take initial and secondary 1d6 Con damage. This save is Constitution based and is also increased due to the Ability Focus (poison blood) feat. Tremorsense (Ex): 60 feet.

Vermin: Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Society
Vermin do not have societies.

This creature has not yet been play tested.
This is not a kender type creature.

 



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