Beetle Swarm
Tiny Vermin (Swarm)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., half damage from slashing and piercing, terrified by smoke and flames, swarm traits, vermin traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 3, Dex 10, Con 12, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any warm or temperate land and underground [?]
Organization: Solitary, mass (2–4 swarms) or colony (5–10 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Hundreds of beetles scuttle together, each roughly the size of a rat.
While significantly larger than normal insects, these monstrous beetles are far smaller than most giant beetles such as the halfling-sized giant fire beetle. While dangerous in a swarm, each individual beetle is relatively harmless (see below for statistics).
Combat
A beetle swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a beetle swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Terrified by Smoke and Flames (Ex): If exposed to fire or smoke, a beetle swarm must succeed at a Will save (DC 15 or the DC of the fire or smoke special attack, whichever is higher). On a failure, the beetles become panicked for 1 round and flee in all directions, dispersing the swarm. The scattered beetles are frightened for 4d6 rounds, after which they may regather into a swarm.
Tiny Monstrous Beetle
Tiny Vermin
Hit Dice: ¼d8+1 (2 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/–12
Attack: Bite +2 melee (1d4–4)
Full Attack: Bite +2 melee (1d4–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., terrified by smoke and flames, vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 3, Dex 10, Con 12, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any warm or temperate land and underground [?]
Organization: Solitary, cluster (2–12) or ball (10–100)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
A round-bodied beetle of slightly unusual size, roughly as big as a human's fist.
These insects come in countless species, most resemble scarab beetles and common ground beetle species such as oil beetles. In general they are nondescript in appearance with dull, earthy colors, but some tiny monstrous beetles are strikingly colorful and the wing cases of the most beautiful have been used to make cheap jewelry. Tiny monstrous beetles are omnivorous but mainly eat plants, or dung for some of the scarab beetles. They tend to focus on specific plants their digestive systems are adapted for but can eat almost anything if pressed, even carrion. A starving tiny monstrous beetle will hunt other living creatures to sustain itself. If hundreds of beetles gather into a swarm (see above) they become far bolder and will pursue and attack creatures far larger than they are, including humanoids.
Combat
Tiny monstrous beetles usually run away. They bite only as a last resort.
Terrified by Smoke and Flames (Ex): If exposed to fire or smoke, a tiny monstrous beetle must succeed at a Will save (DC 15 or the DC of the fire or smoke special attack, whichever is higher). On a failure, the beetle become panicked for 1 round and flees in a random direction, after which it is frightened for 4d6 rounds.
Originally from OA2 - Night of the Seven Swords (1986)