Species | Vermin |
Subspecies | Beetle |
Size | Small |
Type | Magical Beast (Extraplanar) |
Hit Dice | 1d8+2 (6 hp) |
Speed | 30 ft. (6 squares) |
Abilities | Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7 |
Special Qualities | Darkvision 60 ft., Resistance to acid, cold, and electricity 5, Spell resistance 6 |
Environment | Warm plains in a good aligned plane |
Organization | Cluster (2–5) or colony (6–11) |
Treasure | None |
Alignment | Always good (any) |
Advancement | 2–3 HD (Small) |
Level Adjustment | - |
Skills |
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- |
Feats |
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- |
Combat | |
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Initiative | +0 |
Armor Class (AC) | 16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Base Attack | +0 |
Attack | Bite +2 melee (2d4+2) |
Full Attack | Bite +2 melee (2d4+2) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Smite Evil 1/day |
Saves | Fort +4, Ref +0, Will +0 |
Description |
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These insects have been touched with celestial heritage. Their white carapaces are embroidered with gold patterns that illuminate an area with a 20-foot radius. The luminosity of the husks lasts for 1d6 days after removal from the beetle. Combat Celestial Giant Fire Beetles are quick to attack those they suspect to be evil. They usually fight in groups and try to use their numbers to flank opponents to boost their chances of hitting. Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. |