Beacon Beetles

These bugs are employed for the vivid colors what explode out of their hides when they are slain. These colors are not unlike fireworks, providing beacons in the nearby environment. They are most often employed to defend regions where sentries would be less effective, since they can survive for long periods without meals. These beetles represent foes that must be encountered, leading to a warning that launches into the sky when they are vanquished.

Beacon Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+5 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+6 natural, +1 dex), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 12, Con 16, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Forests, barren lands, and chasms
Organization: Cluster (2-5) or clique (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

The typical beacon beetle is about 6 feet long. Bred exclusively in captivity, these creatures feed on whatever they can find, scavenging the areas around where they are left by those who raise them. They have been bred to stay in close proximity to where they are left. Beacon beetles usually occupy locations where there is little food, so they usually attack whatever comes within view out of hunger.

Acid Spray (Ex): When attacked or enraged by passersby, beacon beetles release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d6+1 points of acid damage. The save DC is Constitution-based.


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Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.

Combat

A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 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 locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it’s turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.

Skills

A locust swarm has a +4 racial bonus on Listen and Spot checks.


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