Beetle CarapaceCreature 6
Source Pathfinder Book of the Dead
Perception +12 (darkvision)
Languages none
Skills Acrobatics +11, Athletics +15
Str +5, Dex +3, Con +4, Int -5, Wis +2, Cha -2
AC 25; Fort +16; Reflex +13; Will +10;
HP 90 (negative healing)
Speed 20 feet (fly 20 feet)
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5
Mandible +15 (+10, +5) to hit 2d8+7 Piercing
Foot +15 (+10, +5) to hit 2d6+7 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Abdomen CacheThe abdomen of a beetle carapace can be fitted with a simple hinge, allowing it to open and be used as storage. The abdomen can hold up to one Medium or smaller creature, a Large or smaller swarm, or a similar amount of cargo. The beetle or a creature stored in it can Interact to open the hatch. If the beetle carapace takes a critical hit by a bludgeoning weapon, roll a DC 10 flat. If the check fails, the cache is breached, and its contents spill out of the beetle. The hatch can also be Forced Open (DC 22 athletics).
Constrict2d8+2 piercing, DC 24 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Created from the exoskeleton of a giant stag beetle, this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this crawling undead is empty, and more than one necromancer has used this space to hide valuable cargo.
Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
SkeletonThis undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.