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Six powerful legs, each ending in a hooked claw, jut from the shieldlike body of this massive insect.

Belostomatid CR 3

XP 800
N Large vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
Aura stench (DC 15, 3 rounds)


AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +1
Immune mind-affecting effects


Speed 20 ft., fly 20 ft. (poor), swim 40 ft.
Melee* 2 claws +6 (1d4+3 plus grab), bite +6 (1d8+4 plus digestive enzymes)
Space 10 ft.; Reach 10 ft.
Special Attacks digestive enzymes


Str 19, Dex 13, Con 16, Int —, Wis 11, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 19 (27 vs. trip)
Skills* Fly +1, Stealth +0 (+8 in water), Swim +14; Racial Modifiers +8 on Stealth in water
SQ hold breath


Digestive Enzymes (Ex)

A belostomatid injects a corrosive enzyme into its prey that both paralyzes and liquefies flesh. A creature struck by the belostomatid’s piercing bite must succeed at a DC 15 Fortitude save or be paralyzed for 1d4 rounds. For every round the creature is paralyzed it takes 1d2 points of Constitution damage.

Hold Breath (Ex)

A belostomatid can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

Editor's Note
The Melee and Skills lines seem to contain errors (claw damage is low by 1. Skills are off as creature is mindless). Corrected lines appear below:
Melee 2 claws +6 (1d4+4 plus grab), bite +6 (1d8+4 plus digestive enzymes)
Skills Fly -5, Stealth -3 (+5 in water), Swim +12