FireBeetle

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Summoned Creature: Fire Beetle
NG Small Celestial Vermin
CR 1/3

Init +0;
Senses darkvision 60 ft., low-light vision;
Perception +0

DEFENSE

AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +0, Will +0
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard
Immune mind-affecting effects

OFFENSE

Speed 30 ft, fly 30 ft. (poor)
Melee bite +3 (1d4+2)
Special Attacks Smite Evil

STATISTICS

Str 14, Dex 11, Con 15, Int -, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 11 (19 vs trip)
Feats Weapon Finesse
Skills Fly +2;
Special Qualities luminescense

SPECIAL ABILITIES

Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil foes; smite persists until target is dead or the celestial creature rests).
Diehard- When reduced to 0 hit-points, the summoned creature is disabled, instead of dismissed. The creature may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. The summoned creature is dismissed when hit-points equal -Con.


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