Ironclad Annihilator BeetleCreature 21
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 +39 (+34, +29) to hit (magical, reach 20) 4d12+20 Piercing
Foot +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 DeflectionTrigger 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.
Constrict4d6+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 StompFrequency 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).
OvipositRequirements 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 ObjectsWhen an ironclad annihilator damages an item or structure, it deals an additional 2d10 damage to that item or structure.
TrampleHuge 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 GrabThe 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
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.