Exoskeleton, Giant Beetle

Exoskeleton, Giant Beetle

This creature resembles a normal Giant beetle at first glance, but then pale green light is noticed flickering through its empty eye sockets and along mystic runes etched into its armored shell.

Giant Beetle Exoskeleton

XP 450 ()

Unaligned Large

Initiative +1


AC 17 (natural armor)

hp: 42 (5d10 + 15)

Resistance: Piercing and slashing damage; necrotic damage

Immunity: Acid, poison, and psychic damage; charm, disease, exhaustion, fright, poison, stun, unconsciousness


Speed: 20 ft., climb 20 ft.

Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit: 1d8 + 3 piercing damage plus 1d8 acid damage.


Str 16 (+3), Dex 11 (+1), Con 16 (+3),

Int 1 (–5), Wis 10 (+0), Cha 1 (–5)

Languages: None

Senses: Darkvision 60 ft.


Corrosive Insides: Whenever a Giant beetle exoskeleton takes slashing or piercing damage, corrosive vapor from its insides erupts through the wound. Everyone within 5 feet of where the attack struck must make a successful DC 13 Dex saving throw or take 1d6 acid damage.



Organization: Solitary

Giant beetle exoskeletons are animated by secret necromantic magic quite different from that used in the standard animate dead spell. In the process, magical runes are etched onto the dead creature’s husk which give them great staying power in the face of clerics who would turn them as undead. These same runes give Giant beetle exoskeletons resistance to all piercing and slashing damage, including that from magical weapons.

In a few cases, the necromancer responsible for creating one of these creatures altered the process so that the exoskeleton remained empty inside instead of filling with poisonous vapor. It could then be carpeted and cushioned to become a comfortable, if somewhat slow-moving, vehicle for traveling across rugged or dreary terrain.