A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

02 April 2012

[A to Z April] B is for Beetle, Soul (monster)

Soul Beetle

Medium Vermin
Hit Dice: 8d8 (36 HP)
Initiative: +0
Speed: 20 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple:+6/+18
Attack: Bite 1d6+3
Space/Reach: 5 ft./10 ft.
Special Attacks: Drain soul, Freezing Touch, Lifedrain
Special Qualities: Darkvision 60 ft., vermin traits
Saves:Fort 12, Ref 6, Will 6
Abilities: Str 16, Dex 14, Con 19, Int –, Wis 10, Cha 11
Skills: --
Feats: Improved Grab
Environment: Any
Organization: Cluster (2-5)
Challenge Rating: 6
Advancement: --
Level Adjustment: --

These medium-sized vermin closely resemble giant stag beetles. That resemblance has meant the unfortunate demise of many unsuspecting adventurers. Little is known about these creatures, whether they are natural, magic, or plane-spawned vermin. They are most commonly found in tombs and graveyards; whether they are drawn by death or are attendants to the dead, is simply one more mystery about the creatures. They do, however, seem to have a protective instinct regarding the dead, both the remains and the structure (tomb, coffin, sarcophagus, etc.) in which the remains lie.

The main difference between soul beetles and giant stag beetles is the presence of swirling wisps of ectoplasm that hover around the soul beetle. This ectoplasm effect allows them to attack both corporeal and incorporeal creatures equally well. They are a deep black in color and bear massive pincers half again the length of their body. They are aggressive and tend to attack in groups, charging foes even when they are outnumbered. All it takes, however, is the death of one or more of the group for the others to turn tail into the shadows. There have been stories of surviving members of these groups to follow and stalk adventurers after battle, picking off adventurers one by one as if in revenge for the deaths of their fellows. Such stories remain undocumented and are believed to be tall tales.

Freezing Touch
Caused by contact with the ectoplasm swirling around the beetle. Causes 1d6 cold damage to any unarmed attack upon the beetle or any unarmed contact with the beetle.

Drain Soul
On successful bite attack, the victim must make a DC 17 Fort Save (CON based) or take 1d2 negative Constitution modifier. (These modifiers stack.) The negative modifiers are temporary Constitution damage requiring 8 hours rest to recover each point of Constitution damage. The usual magical means of healing similar damage are also effective.
If used against an incorporeal being who has no Constitution score, the bite causes a +2 to damage.

Each point of Constitution or hit point damage inflicted by the soul beetle’s bite (via Drain Soul) heals the soul beetle of one hit point of damage. If the soul beetle is at full hit points, temporary hit points are added to its total for each point of Constitution damage; these temporary hit points last for up to one hour.

Last year's "B": B is for Bulette


Patricia Stoltey said...

Well, I'm not a gamer but I am definitely a fan of the A to Z Challenge. Nice to meet you as I make my rounds.

Boric G said...

@ Patricia: Thanks for stopping by. Feel free to come back anytime; I occasionally have non-Gamer related stuff of interest.

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