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Beetle CarapaceCreature 6


LargeMindlessSkeletonUndeadUnholy
Source Pathfinder Monster Core 2
Perception +12 (darkvision)
Languages none
Skills Acrobatics +11, Athletics +15
Str +5, Dex +3, Con +4, Int -5, Wis +2, Cha -2

AC 24; Fort +16; Reflex +13; Will +10;
HP 90 (void healing)
Speed 20 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Mandible One Action +15 (+10, +5) to hit 2d8+7 Piercing
Foot One Action +15 (+10, +5) to hit (unarmed) 2d6+7 Bludgeoning

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Abdomen Cache

The abdomen of a beetle carapace can be fitted with a simple hinge, allowing it to open and be used as storage. The abdomen can hold up to one Medium or smaller creature, a Large or smaller swarm, or a similar amount of cargo. The beetle or a creature stored in it can Interact to open the hatch. If the beetle carapace takes a critical hit by a bludgeoning weapon, roll a DC 10 flat. If the check fails, the cache is breached, and its contents spill out of the beetle. The hatch can also be Forced Open (DC 22 Athletics).

Constrict One Action

(2d8+2) piercing, DC 24 fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Created from the exoskeleton of a giant stag beetle, this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this crawling undead is empty, and more than one necromancer has used this space to hide valuable cargo.


Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.