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Ironclad Annihilator BeetleCreature 21


RareNGargantuanBeast
Source Pathfinder #174: Shadows of the Ancients
Perception +36 (darkvision)
Languages none
Skills Acrobatics +36, Athletics +42
Str +10, Dex +6, Con +10, Int -5, Wis +5, Cha -1

AC 49; Fort +38; Reflex +32; Will +35;
HP 400
Speed 30 feet (fly 30 feet)

Mandible One Action +39 (+34, +29) to hit (magical, reach 20) 4d12+20 Piercing
Foot One Action +37 (+32, +27) to hit (magical, reach 15) 4d8+20 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.

Carapace Deflection Reaction

Trigger The ironclad annihilator beetle is targeted with an attack from an attacker it can see


Effect The ironclad annihilator pivots to place its tough carapace in the way of the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the ironclad annihilator can Step after the attack.

Constrict One Action

4d6+20 bludgeoning damage, DC 44 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.

Earthquake Stomp One Action

Frequency once per round


Effect The ironclad annihilator beetle stomps the ground. All creatures within a 30-foot emanation must succeed at a DC 44 fortitude saving throw or fall Prone and become Stunned 1 (stunned for 1 round on a critical failure).

Oviposit Two Actions

Requirements The ironclad annihilator beetle has a creature Grabbed


Effect The ironclad annihilator injects its ovipositor under the grabbed creature's skin. The creature takes 4d6+20 bludgeoning damage (DC 44 basic fortitude). On a failed save, the beetle implants an egg, and the target creature takes 4d6 Persistent Bleed Damage that is unusually tenacious. The DC to stop the bleeding using Administer First Aid is DC 40 medicine, and healing the creature to full Hit Points doesn't automatically stop the bleeding. If the target creature dies from this bleed damage, its body is destroyed and unrecoverable except with powerful magic such as Miracle or Wish, and an immature ironclad annihilator beetle (with statistics as a Giant Stag Beetle) bursts forth.

Sunder Objects

When an ironclad annihilator damages an item or structure, it deals an additional 2d10 damage to that item or structure.

Trample Three Actions

Huge or smaller, foot, DC 44 basic reflex save

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.



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.