Ironclad Annihilator BeetleCreature 21
Source Pathfinder #174: Shadows of the Ancients
Perception +36 (darkvision)
Languages none
Skills Acrobatics +36, Athletics +42
Str +10, Dex +6, Con +10, Int -5, Wis +5, Cha -1
AC 49; Fort +38; Reflex +32; Will +35;
HP 400
Speed 30 feet (fly 30 feet)
Mandible
+39 (+34, +29) to hit (magical, reach 20) 4d12+20 PiercingFoot
+37 (+32, +27) to hit (magical, reach 15, unarmed) 4d8+20 BludgeoningCarapace Deflection

Trigger The ironclad annihilator beetle is targeted with an attack from an attacker it can see
Effect The ironclad annihilator pivots to place its tough carapace in the way of the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the ironclad annihilator can Step after the attack.
Constrict
(4d6+20) bludgeoning damage, DC 44 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.
Earthquake Stomp
Frequency once per round
Effect The ironclad annihilator beetle stomps the ground. All creatures within a 30-foot emanation must succeed at a DC 44 fortitude saving throw or fall Prone and become Stunned 1 (stunned for 1 round on a critical failure).
Oviposit
Requirements The ironclad annihilator beetle has a creature Grabbed
Effect The ironclad annihilator injects its ovipositor under the grabbed creature's skin. The creature takes (4d6+20) bludgeoning damage (DC 44 fortitude). On a failed save, the beetle implants an egg, and the target creature takes 4d6 bleed that is unusually tenacious. The DC to stop the bleeding using Administer First Aid is DC 40 medicine, and healing the creature to full Hit Points doesn't automatically stop the bleeding. If the target creature dies from this bleed damage, its body is destroyed and unrecoverable except with powerful magic such as Miracle or Wish, and an immature ironclad annihilator beetle (with statistics as a Actor.Giant Stag Beetle) bursts forth.
Sunder ObjectsWhen an ironclad annihilator damages an item or structure, it deals an additional 2d10 damage to that item or structure.
Trample
Huge or smaller, foot, DC 44 reflex save
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved 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 as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.