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Beetle, Giant Fire

Huge beetle with glowing red organs that provide illumination

Stat Blocks

Basic Fantasy Role-Playing Game
Armor Class16
Hit Dice1+2
Number Appearing1d8, Wild 2d6, Lair 2d6
Attacks1 bite (2d4)
Damage2d4
Movement40'
Save AsFighter: 1
Morale7
XP25
Treasure TypeNone

Giant fire beetles are huge, being 18 to 30 inches long, and have shiny black carapaces. Each has a pair of glowing red organs located just below their eyes which illuminate a radius of 10 feet around the creature. These glands continue to glow for 1d6 days after one is killed, and may be removed and used for illumination by any adventurers not too squeamish to do so.

They are normally timid but will fight if cornered. Like most beetles, they have more or less the same visual acuity in all directions, and thus those who attack them from behind receive no bonus to do so.

Special Abilities

Glowing Organs: Pair of glowing red organs illuminate a radius of 10 feet. Glands continue to glow for 1d6 days after death and may be removed for use as illumination.
All-Around Vision: Those who attack from behind receive no bonus to do so.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License
Basic Fantasy Field Guide Omnibus
Armor Class17
Hit Dice1+2
Number Appearing1d8, Wild 2d6, Lair 3d6
Attacks1 bite (2d4)
Damage2d4
Movement60'
Save AsFighter: 1
Morale8
XP25
Treasure TypeNone

Gigantic nocturnal insects, giant fire beetles are prized by those who venture below ground, for their two glowing glands, one above each eye, that produce a steady red glow. The luminosity of these glands will persist for 1d6 days after their removal from the beetle, providing light equivalent to torchlight in a 10 foot radius.

Giant fire beetles are normally timid but will fight if cornered. They are about 2 feet long, and like most beetles, they have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.

Special Abilities

Glowing Glands: Two glowing glands above eyes produce steady red glow. Persist for 1d6 days after removal, providing light equivalent to torchlight in 10 foot radius.
Multidirectional Vision: Suffer no penalty to Armor Class when attacked from behind.