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A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8674439" data-attributes="member: 6915329"><p>Many of the early monsters produced for D&D weren’t built to fill combat role, represent a real-world legendary or mythical creature, or to expand upon an existing creature (as the never-ending selection of dragons, elementals, fiends, elves, trolls, and giants do). They were just creatures of the imagination. The <strong>whiz-bang beetle</strong>, complete with faux Latin nomenclature, seems to be such a creature (my high school Latin and knowledge of taxonomy translates this to “beetle who loves fire”). I have no idea what, if anything, inspired them. Maybe they were supposed to represent living explosive rounds or heat-seeking missiles? Perhaps they were inspired by moths circling a lamp?</p><p></p><p>There’s little in the original write-up that describes the ecology of the whiz-bang—despite coming with introductory flavor text. Their physical description and the illustration doesn’t make them look like living creatures, and magic resistance plus their ability to quickly bore through solid rock is definitely unnatural. This is why I made them into elementals, perhaps formed out of igneous rock.</p><p></p><p>This one is also a twofer, since there's both the beetle and the <em>swarm </em>of beetles.</p><p></p><p>[ATTACH=full]251964[/ATTACH]</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px"><strong>Whiz-Bang Beetle (</strong></span></span><em><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px"><strong>Coleoptera conflagration amotensia)</strong></span></span></em></p><p>Dragon’s Bestiary, Dragon Magazine #29</p><p>Created by John Hageman</p><p></p><p>Whiz-bang beetles are tiny elementals that resemble beetles at first glance, although careful examination will quickly reveal the differences. Their bullet-shaped bodies are matte iron-gray and sport two pairs of crystalline wings (they lack a beetle’s elytra), and their antennae resemble whiskers. They average about two to three inches in length.</p><p></p><p><strong><em>Fast-Fliers.</em></strong> They are shockingly fast fliers, and their wings make a recognizable <em>“wheeeee” </em>sound as they zip around. They are also <em>clumsy </em>fliers, so the <em>wheeeee</em> sounds are usually punctuated by the sound of a beetle crashing into a wall or ground. Their tough carapace prevents these crashes from being too harmful.</p><p></p><p><strong><em>Fire-Lovers.</em></strong> For unknown reasons, whiz-bang beetles adore fire. They are immune to flames and seem to love diving in and out of flames. They don’t seem to gain any benefits from doing so, don’t seem to eat fire, and fire doesn’t seem to play any part in their courtship or the way they raise their young. They simply like fire. Even stranger, they don’t seem to care much about <em>magical </em>fire.</p><p></p><p><strong><em>Semi-Eusocial.</em></strong> Unlike true beetles, whiz-bangs have a hive society, with up to about 100 beetles in the hive (on occasion, a hive will have several queens and proportionately more beetles). But unlike eusocial insects such as ants and bees, the queen of the hive doesn’t produce young; instead, the other beetles reproduce in the same way normal beetles do. Instead, she produces “honey,” a thin liquid similar in appearance to mercury and that smells sweetly smoky. Adult whiz-bangs exclusively consume this honey. The other beetles spend much of their time collecting food for the queen and their larvae: balls of carrion or humus, flammable oils, coal, and chunks of burnt wood.</p><p></p><p><span style="font-size: 18px"><strong>Legends and Lore</strong></span></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Whiz-bang beetles are hive insects who are attracted to fire, smoke, and even lamp oil. They feel compelled to fling themselves into any source of fire they can sense. They live in hives, which are ruled by a much larger queen.</p><p></p><p><strong>DC 15.</strong> Whiz-bang beetles produce a magical, honey-like substance that is in much demand by many alchemists and wizards, as it’s a useful ingredient in <em>potions of speed</em> and other magical items that increase movement.</p><p></p><p><strong>DC 20.</strong> Although they resemble beetles, whiz-bang beetles are actually rock-like elementals. The queen is an integral part of the hive as they produce the honey needed by the other beetles, and removing her from it will almost invariably kill her and doom the entire hive to starvation.</p><p></p><p><span style="font-size: 18px"><strong>Monster Encounters</strong></span></p><p><em><strong>Terrain: </strong></em>caverns, desert, mountains</p><p>These beetles can be found in any stony terrain—underground, in rocky deserts, and cliff faces. Perhaps surprisingly, they are rarely found near volcanoes.</p><p></p><p><strong>CR 1-2:</strong> 1-2 swarms of whiz-bang beetles.</p><p><strong>Treasure:</strong> 1 vial of oil. 1d6 ounces of whiz-bang honey. Each ounce can be worth up to 100 gp to an artificer or wizard, who frequently use it in making magic items that increase the user’s speed.</p><p></p><p><strong>CR 3-4:</strong> 3-5 swarms of whiz-bang beetles.</p><p><strong>Treasure:</strong> 1d4 vials of alchemist’s fire. 1d6 ounces of whiz-bang honey, plus 1 ounce per swarm.</p><p></p><p></p><p></p><p><span style="font-size: 18px"><strong>Signs</strong></span></p><p>1. A stone wall or boulder with numerous 1-inch holes bored into it. The stone—their hive—is disturbingly warm to the touch.</p><p>2. A bunch of dead beetles around the remains of a burnt-out bonfire.</p><p>3. A high-pitched whirling sound, followed by occasional thuds and bangs—the sound of the beetle’s flight and occasionally bonking into walls.</p><p>4. Several burnt out torches or lanterns that have clearly been dropped, with footprints running away from them.</p><p></p><p><span style="font-size: 18px"><strong>Behavior</strong></span></p><p>1. Attacking a humanoid who is holding a torch.</p><p>2. Swarming around a fire that threatens to spread to nearby vegetation.</p><p>3. An individual whiz-bang beetle circling a candle.</p><p>4. Crawling on the surface of the hive.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Whiz-Bang Beetle</span></span></strong></p><p><strong>Tiny elemental</strong></p><p>Challenge 0 (10 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 1 (1d4-1)</p><p><strong>Speed</strong> 5 ft., burrow 5 ft., fly 100 ft.</p><p></p><p><strong>STR</strong> 2 (-4) • <strong>DEX</strong> 12 (+2) • <strong>CON</strong> 8 (-1)</p><p><strong>INT</strong> 1 (-5) • <strong>WIS</strong> 9 (-1) • <strong>CHA</strong> 2 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Damage Resistances</strong> bludgeoning from nonmagical attacks</p><p><strong>Damage Immunities</strong> fire</p><p><strong>Senses</strong> blindsight 10 ft., passive Perception 9</p><p><strong>Languages</strong> —</p><p><strong><em>Fire Scent.</em></strong> The whiz-bang beetle can detect the presence of nonmagical flames or smoke from a considerable distance. The beetle can detect fire or smoke that fills a 5-foot cube or is larger up to 300 feet away. The beetle can detect the flame or smoke from a candle, torch, pipe, lantern, or similar hand-held source from up to 30 feet away.</p><p><strong><em>Magic Resistance.</em></strong> The whiz-bang beetle has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Tunneler.</em></strong> The whiz-bang beetle can burrow through solid rock at a speed of 1 foot per round and leaves a 1-inch diameter tunnel in its wake.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Ram. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>1 bludgeoning damage. If the creature is holding an object, it must make a DC 12 Dexterity saving throw or drop the object. The beetle then ricochets 5 feet away in a random direction. This movement doesn’t trigger opportunity attacks.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>Nearly mindless, a whiz-bang beetle simply rams a fire-wielding creature until it drops or extinguishes the fire it is carrying, at which point it will continue to ram into the creature until it runs away. The beetle will then hover around and dart into the flame, ignoring anything else that isn’t trying to harm it.</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px"><strong>Variant: Whiz Bang Queens</strong></span></span></p><p>Whiz-bang queens are larger than the rest of the beetles and can reach a length of six inches. Upon becoming an adult queen, the beetle cements herself into the stone of their hive and remains immobile for the rest of her life). The queen has a speed of 0 ft., no burrow or fly speed, and can take no actions.</p><p></p><p>It is incredibly difficult to remove a queen from the hive without killing her, requiring a DC 20 Engineering check.</p><p></p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Swarm of Whiz-Bang Beetle</span></span></strong></p><p><strong>Medium swarm of Tiny elementals</strong></p><p>Challenge 1/2 (100 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 23 (5d8; bloodied 11)</p><p><strong>Speed</strong> 5 ft., burrow 5 ft., fly 100 ft.</p><p></p><p><strong>STR</strong> 2 (-4) • <strong>DEX</strong> 12 (+2) • <strong>CON</strong> 10 (+0)</p><p><strong>INT</strong> 1 (-5) • <strong>WIS</strong> 9 (-1) • <strong>CHA</strong> 2 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Damage Immunities</strong> fire</p><p><strong>Condition Immunities</strong> charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> blindsight 10 ft., passive Perception 9</p><p><strong>Languages</strong> —</p><p><strong><em>Fire Scent.</em></strong> The swarm can detect the presence of nonmagical flames or smoke from a considerable distance. The beetle can detect fire or smoke that fills a 5-foot cube or is larger up to 300 feet away. The beetle can detect the flame or smoke from a candle, torch, pipe, lantern, or similar hand-held source from up to 30 feet away.</p><p><strong><em>Magic Resistance.</em></strong> The swarm has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Swarm.</em></strong> The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain HP or temporary hit points.</p><p><strong><em>Tunneler.</em></strong> The swarm can burrow through solid rock at a speed of 1 foot per round and leaves a 1-inch diameter tunnel in its wake.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Ram. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>11 (2d10) bludgeoning damage, or 5 (1d10) bludgeoning damage if the swarm is bloodied. If the creature is holding an object, it must make a DC 12 Dexterity saving throw or drop the object. This roll is made at disadvantage if the swarm is not bloodied.</p><p></p><p></p><p>Edit: Whoops! Forgot the attribution!</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8674439, member: 6915329"] Many of the early monsters produced for D&D weren’t built to fill combat role, represent a real-world legendary or mythical creature, or to expand upon an existing creature (as the never-ending selection of dragons, elementals, fiends, elves, trolls, and giants do). They were just creatures of the imagination. The [B]whiz-bang beetle[/B], complete with faux Latin nomenclature, seems to be such a creature (my high school Latin and knowledge of taxonomy translates this to “beetle who loves fire”). I have no idea what, if anything, inspired them. Maybe they were supposed to represent living explosive rounds or heat-seeking missiles? Perhaps they were inspired by moths circling a lamp? There’s little in the original write-up that describes the ecology of the whiz-bang—despite coming with introductory flavor text. Their physical description and the illustration doesn’t make them look like living creatures, and magic resistance plus their ability to quickly bore through solid rock is definitely unnatural. This is why I made them into elementals, perhaps formed out of igneous rock. This one is also a twofer, since there's both the beetle and the [I]swarm [/I]of beetles. [ATTACH type="full" width="526px" alt="1656192714238.png"]251964[/ATTACH] [COLOR=rgb(65, 168, 95)][SIZE=7][B]Whiz-Bang Beetle ([/B][/SIZE][/COLOR][I][COLOR=rgb(65, 168, 95)][SIZE=7][B]Coleoptera conflagration amotensia)[/B][/SIZE][/COLOR][/I] Dragon’s Bestiary, Dragon Magazine #29 Created by John Hageman Whiz-bang beetles are tiny elementals that resemble beetles at first glance, although careful examination will quickly reveal the differences. Their bullet-shaped bodies are matte iron-gray and sport two pairs of crystalline wings (they lack a beetle’s elytra), and their antennae resemble whiskers. They average about two to three inches in length. [B][I]Fast-Fliers.[/I][/B] They are shockingly fast fliers, and their wings make a recognizable [I]“wheeeee” [/I]sound as they zip around. They are also [I]clumsy [/I]fliers, so the [I]wheeeee[/I] sounds are usually punctuated by the sound of a beetle crashing into a wall or ground. Their tough carapace prevents these crashes from being too harmful. [B][I]Fire-Lovers.[/I][/B] For unknown reasons, whiz-bang beetles adore fire. They are immune to flames and seem to love diving in and out of flames. They don’t seem to gain any benefits from doing so, don’t seem to eat fire, and fire doesn’t seem to play any part in their courtship or the way they raise their young. They simply like fire. Even stranger, they don’t seem to care much about [I]magical [/I]fire. [B][I]Semi-Eusocial.[/I][/B] Unlike true beetles, whiz-bangs have a hive society, with up to about 100 beetles in the hive (on occasion, a hive will have several queens and proportionately more beetles). But unlike eusocial insects such as ants and bees, the queen of the hive doesn’t produce young; instead, the other beetles reproduce in the same way normal beetles do. Instead, she produces “honey,” a thin liquid similar in appearance to mercury and that smells sweetly smoky. Adult whiz-bangs exclusively consume this honey. The other beetles spend much of their time collecting food for the queen and their larvae: balls of carrion or humus, flammable oils, coal, and chunks of burnt wood. [SIZE=5][B]Legends and Lore[/B][/SIZE] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] Whiz-bang beetles are hive insects who are attracted to fire, smoke, and even lamp oil. They feel compelled to fling themselves into any source of fire they can sense. They live in hives, which are ruled by a much larger queen. [B]DC 15.[/B] Whiz-bang beetles produce a magical, honey-like substance that is in much demand by many alchemists and wizards, as it’s a useful ingredient in [I]potions of speed[/I] and other magical items that increase movement. [B]DC 20.[/B] Although they resemble beetles, whiz-bang beetles are actually rock-like elementals. The queen is an integral part of the hive as they produce the honey needed by the other beetles, and removing her from it will almost invariably kill her and doom the entire hive to starvation. [SIZE=5][B]Monster Encounters[/B][/SIZE] [I][B]Terrain: [/B][/I]caverns, desert, mountains These beetles can be found in any stony terrain—underground, in rocky deserts, and cliff faces. Perhaps surprisingly, they are rarely found near volcanoes. [B]CR 1-2:[/B] 1-2 swarms of whiz-bang beetles. [B]Treasure:[/B] 1 vial of oil. 1d6 ounces of whiz-bang honey. Each ounce can be worth up to 100 gp to an artificer or wizard, who frequently use it in making magic items that increase the user’s speed. [B]CR 3-4:[/B] 3-5 swarms of whiz-bang beetles. [B]Treasure:[/B] 1d4 vials of alchemist’s fire. 1d6 ounces of whiz-bang honey, plus 1 ounce per swarm. [SIZE=5][B]Signs[/B][/SIZE] 1. A stone wall or boulder with numerous 1-inch holes bored into it. The stone—their hive—is disturbingly warm to the touch. 2. A bunch of dead beetles around the remains of a burnt-out bonfire. 3. A high-pitched whirling sound, followed by occasional thuds and bangs—the sound of the beetle’s flight and occasionally bonking into walls. 4. Several burnt out torches or lanterns that have clearly been dropped, with footprints running away from them. [SIZE=5][B]Behavior[/B][/SIZE] 1. Attacking a humanoid who is holding a torch. 2. Swarming around a fire that threatens to spread to nearby vegetation. 3. An individual whiz-bang beetle circling a candle. 4. Crawling on the surface of the hive. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Whiz-Bang Beetle[/SIZE][/COLOR] Tiny elemental[/B] Challenge 0 (10 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 1 (1d4-1) [B]Speed[/B] 5 ft., burrow 5 ft., fly 100 ft. [B]STR[/B] 2 (-4) • [B]DEX[/B] 12 (+2) • [B]CON[/B] 8 (-1) [B]INT[/B] 1 (-5) • [B]WIS[/B] 9 (-1) • [B]CHA[/B] 2 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Damage Resistances[/B] bludgeoning from nonmagical attacks [B]Damage Immunities[/B] fire [B]Senses[/B] blindsight 10 ft., passive Perception 9 [B]Languages[/B] — [B][I]Fire Scent.[/I][/B] The whiz-bang beetle can detect the presence of nonmagical flames or smoke from a considerable distance. The beetle can detect fire or smoke that fills a 5-foot cube or is larger up to 300 feet away. The beetle can detect the flame or smoke from a candle, torch, pipe, lantern, or similar hand-held source from up to 30 feet away. [B][I]Magic Resistance.[/I][/B] The whiz-bang beetle has advantage on saving throws against spells and other magical effects. [B][I]Tunneler.[/I][/B] The whiz-bang beetle can burrow through solid rock at a speed of 1 foot per round and leaves a 1-inch diameter tunnel in its wake. [B][U]Actions[/U] [I]Ram. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]1 bludgeoning damage. If the creature is holding an object, it must make a DC 12 Dexterity saving throw or drop the object. The beetle then ricochets 5 feet away in a random direction. This movement doesn’t trigger opportunity attacks. [SIZE=5][B]Combat[/B][/SIZE] Nearly mindless, a whiz-bang beetle simply rams a fire-wielding creature until it drops or extinguishes the fire it is carrying, at which point it will continue to ram into the creature until it runs away. The beetle will then hover around and dart into the flame, ignoring anything else that isn’t trying to harm it. [COLOR=rgb(65, 168, 95)][SIZE=5][B]Variant: Whiz Bang Queens[/B][/SIZE][/COLOR] Whiz-bang queens are larger than the rest of the beetles and can reach a length of six inches. Upon becoming an adult queen, the beetle cements herself into the stone of their hive and remains immobile for the rest of her life). The queen has a speed of 0 ft., no burrow or fly speed, and can take no actions. It is incredibly difficult to remove a queen from the hive without killing her, requiring a DC 20 Engineering check. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Swarm of Whiz-Bang Beetle[/SIZE][/COLOR] Medium swarm of Tiny elementals[/B] Challenge 1/2 (100 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 23 (5d8; bloodied 11) [B]Speed[/B] 5 ft., burrow 5 ft., fly 100 ft. [B]STR[/B] 2 (-4) • [B]DEX[/B] 12 (+2) • [B]CON[/B] 10 (+0) [B]INT[/B] 1 (-5) • [B]WIS[/B] 9 (-1) • [B]CHA[/B] 2 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Damage Resistances[/B] bludgeoning, piercing, slashing [B]Damage Immunities[/B] fire [B]Condition Immunities[/B] charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious [B]Senses[/B] blindsight 10 ft., passive Perception 9 [B]Languages[/B] — [B][I]Fire Scent.[/I][/B] The swarm can detect the presence of nonmagical flames or smoke from a considerable distance. The beetle can detect fire or smoke that fills a 5-foot cube or is larger up to 300 feet away. The beetle can detect the flame or smoke from a candle, torch, pipe, lantern, or similar hand-held source from up to 30 feet away. [B][I]Magic Resistance.[/I][/B] The swarm has advantage on saving throws against spells and other magical effects. [B][I]Swarm.[/I][/B] The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain HP or temporary hit points. [B][I]Tunneler.[/I][/B] The swarm can burrow through solid rock at a speed of 1 foot per round and leaves a 1-inch diameter tunnel in its wake. [B][U]Actions[/U] [I]Ram. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (2d10) bludgeoning damage, or 5 (1d10) bludgeoning damage if the swarm is bloodied. If the creature is holding an object, it must make a DC 12 Dexterity saving throw or drop the object. This roll is made at disadvantage if the swarm is not bloodied. Edit: Whoops! Forgot the attribution! [/QUOTE]
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