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Celestial Giant Fire Beetle (DnD Creature)

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[edit] CELESTIAL GIANT FIRE BEETLE

Note: The rules for applying the Celestial and Fiendish templates do not accurately describe what to do about feats when giving a mindless creature such as vermin an intelligence score. The first creature presented here was given preselected feats. The second was given no feats. It is up to the DM to choose one of the following:

  • Allow a summoning player to pick the feats
  • Use the creature with the selected feats presented here
  • Use the featless version of the creature presented here
  • Choose feats herself

The feats selected here are chosen to give the creature as much power as possible without straying too far from the theme of the creature. If you disagree with these choices, please discuss them on the talk page.


Feats
Size/Type: Small Magical Beast
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 1/day
Special Qualities: Darkvision 60 ft., Resistance to acid, cold, and electricity 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: Weapon Focus(Bite)
Environment: Warm plains on a good aligned plane
Organization: Cluster (2–5) or colony (6–11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral good
Advancement: 2–3 HD (Small)
Level Adjustment:
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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.

[edit] 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.


No Feats
Size/Type: Small Magical Beast
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 +0 melee (2d4)
Full Attack: Bite +0 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Darkvision 60 ft., Resistance to acid, cold, and electricity 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: Warm plains on a good aligned plane
Organization: Cluster (2–5) or colony (6–11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral good
Advancement: 2–3 HD (Small)
Level Adjustment:


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.

[edit] 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.


SEE WIKIPEDIA ENTRY: Beetle



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