Friday, October 27, 2017

Frightful Fridays! Monster Mayhem! Razor Trilobite Beetle

Welcome back to the Frightful Fridays! anniversary, where once again I'm hitting a Friday post (sure, posting every day helps with that). Today's beauty is its own slasher horror film, complete with decapitations. The razor trilobite beetle will make your characters' lives miserable for a round, until regeneration or resurrection spells are cast.

I hope you like the razor trilobite beetle. Stay tuned for monster number 28!

Fresh blood drips from the edges of this giant black beetle’s armor-like shell. Its tail features a number of dangerous looking barbs.
Razor Trilobite Beetle      CR 26
XP 2,457,600
N Large vermin
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +2
AC 43, touch 17, flat-footed 35 (+8 Dex, +26 natural, –1 size)
hp 594 (36d8+432); regeneration 20 (electricity)
Fort +32, Ref +22, Will +14
Defensive Abilities roll up; DR 15/adamantine and piercing; Immune acid; Resist cold 20, electricity 10, fire 20, sonic 10
Speed 50 ft., climb 50 ft.
Melee 2 slams +39 (6d6+19/15–20/x4 slashing plus 2d6 bleed, 1d6 Str bleed, and 1d4 Con bleed), tail slap +37 (3d6+6 plus poison)
Ranged acid spit +34 (8d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (2d6, 1d6 Str, and 1d4 Con), poison, razor carapace
Str 37, Dex 26, Con 35, Int —, Wis 15, Cha 6
Base Atk +27; CMB +41; CMD 59 (67 vs. trip)
Feats Lightning Reflexes[B], Multiattack[B]
Skills Acrobatics +24 (+32 to jump), Climb +21
Environment any underground
Organization solitary or colony (2–12)
Treasure none
Acid Spit (Ex) If a razor trilobite beetle’s acid spit hits its target’s touch AC, the target takes half damage; a successful DC 40 Reflex save reduces the damage to 25%. The beetle’s acid spit has a 40-foot range increment. The save DC is Charisma-based.
Razor Carapace (Ex) A razor trilobite beetle’s slam attacks have a critical threat range of 15-20 and a critical multiplier of x4. On a roll of natural 19 or 20, followed by a successful roll to confirm a critical hit, the beetle severs its opponent’s head.
Razor Trilobite Toxin (Ex) Tail slap—Injury; save Fort DC 40; frequency 1/round for 8 rounds; effect 2d6 Dex and victim must make an additional DC 40 Fort save or become paralyzed for 2d4 rounds; cure 2 consecutive saves.
Reflect Rays (Ex) Rays and ranged touch attacks that strike a razor trilobite beetle have a 50% chance of being reflected back at their source, using the original attack roll to determine whether they hit.
Roll Up (Ex) As a move action, a razor trilobite beetle can roll itself up into a ball. It gains +4 natural armor, becomes immune to cold and fire, and increases its resist electricity to 20. Its reflect rays ability improves to reflect all rays and ranged touch attacks back at their source. In exchange, its base speed is reduced to 20 feet and it cannot climb. Additionally, it loses its tail slap and acid spit attacks.

Razor trilobite beetles live in tight underground caverns where the can better stalk their prey. They often wait on the ceilings of such locations where they drop on unsuspecting passersby. Many intelligent underground species avoid the beetles or placate them with living animals they can hunt and eat. The beetles eat roughly 50 pounds of meat a day and hungry beetles have no qualms about entering habitations and wreaking havoc. Their armored carapaces have extremely sharp edges, allowing the creatures to sever limbs and heads with ease. At best, the beetles leave prey bleeding out after slicing up their victims. Their carapaces also give them a measure of protection from various energy sources, and they reflect rays the relatively lumbering creatures cannot avoid. When the creatures become severely wounded, they roll up into a ball, which improves their carapace’s protection. Even when not in direct combat with opponents, the beetles are dangerous thanks to the digestive fluids they can spit at great distances.

A typical razor trilobite beetle is 12 feet long and weighs 1,500 pounds. The beetles have an incredible lifespan compared to most insectoid creatures, and live up to 30 years.

A razor trilobite beetle’s shell can be incorporated into the creation of a vorpal weapon. If the vorpal weapon has a critical threat range of 18–20 or better, the vorpal special ability applies on a roll of a natural 19 or 20, followed by a successful roll to confirm the critical hit. Incorporating a razor trilobite beetle’s shell in this manner increases the base price for the vorpal special ability to +6.

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