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<blockquote data-quote="Shade" data-source="post: 5237880" data-attributes="member: 287"><p>The animal intelligence also lends support to magical beast. Let's go that route, so we can give it feats.</p><p></p><p>For ability scores, here are the most similar creatures:</p><p>Giant Stag Beetle: Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9</p><p>Knell Beetle: Str 26, Dex 10, Con 23, Int —, Wis 11, Cha 11</p><p></p><p>In fact, the knell beetle may be loosely based upon this creature. Check out this ability...</p><p></p><p>Shake the Earth (Ex): A knell beetle can channel some of the sonic energy within its body by performing a rhythmic stomping on the ground as a standard action. Any creature within 5 feet of a knell beetle when it activates this ability must make a DC 24 Reflex save or fall prone as the ground lurches and buckles beneath it. Knell beetles are immune to shake the earth generated by themselves or other knell beetles and never need to save against the effect.</p><p></p><p>If multiple knell beetles activate their shake the earth ability in the same round, the radius of the effect expands as the resonance in the ground combines. For every knell beetle within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. Thus, two knell beetles within 5 feet of one another generate a shaking that affects all creatures within 10 feet of either knell beetle. Three knell beetles within 5 feet using the ability would generate an effect that affects all creatures within 15 feet of any one of the knell beetles.</p><p></p><p>Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex save as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DC is Strength-based.</p></blockquote><p></p>
[QUOTE="Shade, post: 5237880, member: 287"] The animal intelligence also lends support to magical beast. Let's go that route, so we can give it feats. For ability scores, here are the most similar creatures: Giant Stag Beetle: Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9 Knell Beetle: Str 26, Dex 10, Con 23, Int —, Wis 11, Cha 11 In fact, the knell beetle may be loosely based upon this creature. Check out this ability... Shake the Earth (Ex): A knell beetle can channel some of the sonic energy within its body by performing a rhythmic stomping on the ground as a standard action. Any creature within 5 feet of a knell beetle when it activates this ability must make a DC 24 Reflex save or fall prone as the ground lurches and buckles beneath it. Knell beetles are immune to shake the earth generated by themselves or other knell beetles and never need to save against the effect. If multiple knell beetles activate their shake the earth ability in the same round, the radius of the effect expands as the resonance in the ground combines. For every knell beetle within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. Thus, two knell beetles within 5 feet of one another generate a shaking that affects all creatures within 10 feet of either knell beetle. Three knell beetles within 5 feet using the ability would generate an effect that affects all creatures within 15 feet of any one of the knell beetles. Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex save as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DC is Strength-based. [/QUOTE]
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