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View Full Version : [MitP] Flash Beetles



adanedhel9
2007-06-21, 08:37 PM
(More from the 'normal' end of my monsters. I was introduced to Rainbow 6 shortly before the creation of these guys; the desert setting was a result of where my campaign was at the time.)

EDIT: Added in a flash beetle swarm, as well as made a few minor changes.

FLASH BEETLE
{table]|Flash Beetle, Tiny|Flash Beetle, Small

|Tiny Vermin|Small Vermin|Medium Vermin

Hit Dice:|1/2 d8+1 (3 hp)|1d8+1 (5 hp)

Initiative:|+1|+1

Speed:|15 ft. (3 squares), burrow 5 ft., climb 15 ft., fly 15 ft. (good)|20 ft. (4 squares), burrow 10 ft., climb 20 ft., fly 20 ft. (good)

Armor Class:|14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13|14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13

Base Attack/Grapple:|+0/-11|+0/-6

Attack:|Bite +3 melee (1d3-3)|Bite +2 melee (1d4-2)

Full Attack:|Bite +3 melee (1d3-3)|Bite +2 melee (1d4-2)

Space/Reach:|2-1/2 ft./0 ft.|5 ft./5 ft.

Special Attacks:|Flash, scream|Flash, scream

Special Qualities:|Blindsight 60 ft., vermin traits|Blindsight 60 ft., vermin traits

Saves:|Fort +3, Ref +1, Will +0|Fort +3, Ref +1, Will +0

Abilities:|Str 5, Dex 13, Con 12, Int -, Wis 10, Cha 1|Str 7, Dex 13, Con 13, Int -, Wis 10, Cha 1

Skills:|Hide +9*|Hide +5*

Feats:|Weapon Finesse(B)|Weapon Finesse(B)

Environment:|Underground, warm desert|Underground, warm desert

Organization:|Cluster (2-5) or colony (6-11)|Cluster (2-5)

Challenge Rating:|1/2|1|

Advancement:|-|2 HD (Small)

Level Adjustment:|-|-

[/table]

{table]|Flash Beetle, Medium|Flash Beetle, Large

|Medium Vermin|Large Vermin

Hit Dice:|3d8+3 (16 hp)|5d8+10 (32 hp)

Initiative:|+1|+1

Speed:|30 ft. (6 squares), burrow 15 ft., climb 30 ft., fly 30 ft. (good)|40 ft. (8 squares), burrow 20 ft., climb 40 ft., fly 40 ft. (good)

Armor Class:|15 (+1 Dex, +4 natural), touch 11, flat-footed 15|16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15

Base Attack/Grapple:|+2/+1|+3/+7

Attack:|Bite +1 melee (1d6-1)|Bite +3 melee (1d8)

Full Attack:|Bite +1 melee (1d6-1)|Bite +3 melee (1d8)

Space/Reach:|5 ft./5 ft.|10 ft./5 ft.

Special Attacks:|Flash, scream|Flash, scream

Special Qualities:|Blindsight 60 ft., vermin traits|Blindsight 60 ft., vermin traits

Saves:|Fort +4, Ref +2, Will +1|Fort +6, Ref +2, Will +1

Abilities:|Str 9, Dex 13, Con 13, Int -, Wis 10, Cha 1|Str 11, Dex 13, Con 14, Int -, Wis 10, Cha 1

Skills:|Hide +1*|Hide -3*

Feats:|Weapon Finesse(B)|Weapon Finesse(B)

Environment:|Underground, warm desert|Underground, warm desert

Organization:|Solitary or cluster (2-5)|Solitary

Challenge Rating:|2|3

Advancement:|4 HD (Medium)|5-7 HD (Large); 8-10 HD (Huge)

Level Adjustment:|-|-

[/table]

Several large, gold-colored beetles open their carapaces, revealing wings and dimly glowing body. As they leave the ground, they begin to make an awful droning sound that drowns out all other noise.

Distant relatives of the Fire Beetle, these nocturnal insects use their abilities disrupt and confuse predators and prey alike. During the day, when their abilities do not provide enough distraction, they burrow into the sand or seek shelter in caves, where they can continue to feed.

Since flash beetles do not rely on sight or sound for their senses, they are immune to their own flash and scream abilities.

COMBAT
Flash beetles only attack for food or when in distress. They generally use their abilities to disorient their prey, then attack when they have an opening.

{table]Size|Fort DC

Tiny|11

Small|11

Medium|12

Large|15

[/table]

Flash (Ex): As a standard action, a flash beetles can emit a pulse of bright light which can blind those nearby. Any creature within 10 ft. of the flash beetle must make a Fortitude save or be blinded for 1d4 rounds. The details vary by the beetle's size, as shown on the table above. The save DCs are Constitution-based.

A flash beetle can use this ability once every 1d4 rounds.

Scream (Ex): Whenever a flash beetle takes flight, it generates a high-pitched screaming sound. Any creature within 10 ft. of a flying flash beetle must make a Fortitude save or be deafened for 1 round. The details vary by the beetle's size, as shown on the table above. The save DCs are Constitution-based.

Skills:A flash beetle can always choose to take 10 on all Climb checks, even if rushed or threatened.

A flash beetle uses its Dexterity modifier instead of its Strength modifier for Climb checks.

*Flash beetles gain a +4 racial bonus on Hide checks made in desert terrain.

FLASH BEETLE SWARM
Tiny Vermin (Swarm)
Hit Dice: 8d8+8 (44 hp)
Initiative: +1
Speed:15 ft. (3 squares), burrow 5 ft., climb 15 ft., fly 15 ft. (good)
Armor Class: 14 (+2 size, +1 Dex, +1 natural)
Base Attack/Grapple: +6/-
Attack: Swarm (1d8)
Full Attack: Swarm (1d8)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, flash, scream
Special Qualities: Blindsense 60 ft., half damage from slashing and piercing, swarm traits
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con 12, Int -, Wis 10, Cha 1
Skills: Climb +1, Hide +9*
Feats: -
Environment: Underground, warm desert
Organization: Solitary
Challenge Rating: 5
Treasure: None
Advancement: -
Level Adjustment: -

This whirling, screaming mass of golden shells and glowing bodies occasionally "pops" with bright white light.

A flash beetle swarm is a collection of many tiny flash beetles (as described above), feeding as one. Swarms such as these are even more deadly than the largest of the flash beetles.

COMBAT
A flash beetle swarm sounds and attacks any living prety in encounters. A swarm deals 1d8 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Fortitude save or be causeated for 1 round. The save DC is Constitution-based.

Flash: A flash beetle swarm can produce a pulse of bright light as a swift action. Any creature within 10 feet of the swarm must make a DC 15 Fortitude save or be blinded for 1d4 rounds.

Scream: Flying flash beetles generate a loud, high pitched sound that can deafen nearby creatures. Any creature within 20 feet of a flying flash beetle swarm must make a DC 15 Fortitude save or be deafened for 1 round.

Skills:A flash beetle swarm can always choose to take 10 on all Climb checks, even if rushed or threatened.

A flash beetle swarm uses its Dexterity modifier instead of its Strength modifier for Climb checks.

*A flash beetle swarm gains a +4 bonus on Hide checks when in desert terrain.

Matthew
2007-06-22, 07:23 PM
Darn. I have to admit, I don't understand Swarm mechanics very well. It looks okay to me, but somebody more experienced needs to take a look. Where has that Zherog wandered off to?

Demented
2007-06-22, 07:45 PM
Coincidentally listening to the 300 soundtrack as I read these guys, they just became that much better.

MitP2: Yes

deadfalcon
2007-06-24, 07:25 AM
Mitp vote: yes

BisectedBrioche
2007-06-24, 09:29 AM
These remind me of the creatures from Pikmin, XD.

MitP: Yes

Gwyn chan 'r Gwyll
2007-06-24, 11:21 AM
MitP Vote: Yes

aaron_the_cow
2007-06-24, 12:26 PM
what about alighnment

MitP: yes

adanedhel9
2007-06-24, 01:31 PM
what about alighnment


Vermin, for some reason, don't get Alignments in their stat blocks. I think this is because it's assumed that Vermin are always neutral, as indicated by in the Vermin traits. Had I written the MM, I probably wouldn't have done it that way, but I'm just following the standard.

Anxe
2007-06-30, 12:38 AM
I always thought of the bugs and animals in D&D on the realistic spectrum of things. This one isn't. It's got no eyes, no ears, and a continually growing exoskeleton like a crab. It's more adapted to underground or in the sea then on land. Don't like it. Mitp: No

Lord Iames Osari
2007-07-12, 09:04 AM
I like it, it's quite interesting.

Mitp Vote: Yes.

Lord Iames Osari
2007-07-30, 07:20 PM
*Iames bumps the thread*

Zeta Kai
2007-07-30, 09:34 PM
Vermin, for some reason, don't get Alignments in their stat blocks. I think this is because it's assumed that Vermin are always neutral, as indicated by in the Vermin traits. Had I written the MM, I probably wouldn't have done it that way, but I'm just following the standard.

Anything with an Intelligence less than 3 (including Mindless ones, like all Vermin) is always Neutral. Except for Outsiders, I think.

BTW, MitP Vote: Yes. I like my critters odd.

TheLogman
2007-07-30, 09:54 PM
Do you need more votes? If so, have a MitP: YES, cause we need more vermin, and these guys rule...HARD.

DracoDei
2007-07-31, 01:56 PM
MitP Vote: Yes