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Gelid Beetle, Greater

A massive stark white beetle with silvery-black legs hungrily raises its dull silver mandibles. Equally spaced on the creature’s head stare two sets of dull silvery-black eyes.

Greater Gelid Beetle CR 9

XP 6,400
N Large magical beast (cold)
Init +4; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 22, touch 9, flat-footed 22 (+13 natural, -1 size)
hp 114 (12d10+48)
Fort +12; Ref +10; Will +4
Immune cold
Weaknesses vulnerability to fire

OFFENSE

Speed 30 ft.
Melee bite +18 (1d6+9/19-20 plus 1d8 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks cold, cold cloud

STATISTICS

Str 23, Dex 10, Con 18, Int 2, Wis 10, Cha 9
Base Atk +12; CMB +19; CMD 29
Feats Improved Critical (bite), Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite), Lightning Reflexes
Skills Perception +12, Stealth +5 (+9 natural surroundings); Racial Modifiers +4 Stealth in natural surroundings

SPECIAL ABILITIES

Cold (Ex)

A greater gelid beetle’s body generates cold that deals an extra 1d8 points of cold damage every time it succeeds on a bite attack. Creatures attacking a greater gelid beetle unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Cold Cloud (Ex)

Once per minute as a free action, a greater gelid beetle can emit a cloud of thick, billowing, icy cold vapors in a 20-foot radius around its body. The cloud is extremely thick and prevents effective ranged weapon attacks (except for magic rays). Melee attack and damage rolls suffer a -2 penalty in the cloud. Each round, on the beetle’s turn, the cloud deals 2d6 points of cold damage to each creature within it. A successful DC 20 Fortitude save reduces the damage by half. The save DC is Constitutionbased. The cloud lasts 1d4+3 rounds before dispersing.