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Bloody Beetle ExoskeletonCreature 3

Source Pathfinder Society Scenario #3-10: Delve the Pallid Depths
Perception +7 (darkvision)
Languages none
Skills Athletics +12, Intimidation +9
Str +5, Dex +1, Con +3, Int -5, Wis +0, Cha +2

AC 17; Fort +10; Reflex +8; Will +7;
HP 50 (fast healing 3, negative healing)
Speed 30 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Horns One Action +12 (+8, +4) to hit (agile) 1d10+5 Piercing


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.

Fast Healing 3

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Negative Healing

A 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.

Sweeping Horn Two Actions

The beetle exoskeleton makes two Strikes with its horns against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.

Terrifying Charge Two Actions

The beetle exoskeleton Strides and makes a horns Strike with a +4 circumstance bonus to damage.

If the strike hits, the giant attempts to Demoralize the target.

The reanimated bones of giants make excellent necromantic thralls.

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A 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.


This 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.