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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH GIANT FIRE BEETLE

 

Small Magical Beast (Augmented Vermin, Extraplanar)

Hit Dice:

1d8 (4 hp)

Initiative:

+0

Speed:

30 ft. (6 squares)

Armor Class:

16 (+1 size, +5 natural), touch 11, flat-footed 16

Base Attack/Grapple:

+0/–4

Attack:

Bite +1 melee (2d4)

Full Attack:

Bite +1 melee (2d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

smite evil

Special Qualities:

Darkvision 60 ft., vermin traits, resistance to cold 5 and fire 5, spell resistance 6

Saves:

Fort +2, Ref +0, Will +0

Abilities:

Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7

Skills:

Feats:

Environment:

Any Evil-aligned plane

Organization:

Cluster (2–5) or colony (6–11)

Challenge Rating:

1/3

Advancement:

2–3 HD (Small)

Level Adjustment:

+2

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +1.

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