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Cataclysm BeetleCreature 18


RareNHugeBeast
Source Pathfinder #174: Shadows of the Ancients
Perception +30 (darkvision, scent (imprecise) 60 feet)
Languages Common
Skills Athletics +36, Intimidation +31, Survival +30
Str +10, Dex +2, Con +9, Int -3, Wis +6, Cha +5

AC 44; Fort +35; Reflex +26; Will +30;
HP 340
Speed 30 feet (climb 20 feet)
Immunities acid

Mandibles One Action +35 (+30, +25) to hit (reach 10) 3d12+16 Slashing

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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Bombardier's Spray Two Actions (acid, primal)

The cataclysm beetle sprays a 60-foot cone of acid from its abdomen that deals 12d10 acid damage (DC 40 basic reflex). It can't use Bombardier's Spray or Burning Pool for 1d4 rounds.

Burning Pool Two Actions (acid, primal)

The cataclysm beetle spills acid directly from its abdomen, creating a wave of acid that deals 10d12 acid damage to all creatures in a 30-foot emanation (DC 40 basic fortitude). Creatures that fail this save are pushed back 10 feet from the cataclysm beetle (30 feet on a critical failure). It can't use Bombardier's Spray or Burning Pool for 1d4 rounds.

Grab One Action

Requirements 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.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.