All beetles are basically unintelligent and always hungry. They feed on virtually any form of organic material, including other sorts of beetles. They taste by means of their antennae or feelers; if the substance is organic, the beetle then proceeds to grasp it with its mandibles, crush it up, and eat it. Because of this thorough grinding, nothing actually eaten by giant beetles can be revived in any manner short of a wish. Beetles do not hear or see well, relying primarily on taste and feel.
Environment. Temperate and sub-tropical, uninhabited/wilderness areas (Bombardier/Death Watch/Fire/Stag. forest); Temperate and sub-tropical, inhabited and/or patrolled areas (Bombardier/Fire/Stag. plain, scrub, forest; Bombardier/Fire/Slicer. hills); Underground (Fire. Level I.; Boring. Level III.); Underwater, fresh water (Water. deep)
Neutral Man-sized Monster (insect) (4-ft long)
FREQUENCY: Common
NO. APPEARING: 3-12
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 4
MOVE: 9"
HIT DICE: 2 + 2 (hp 10)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (2d6)
SPECIAL ATTACKS: acid cloud - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 75 + 3 per hp)
This beetle is usually found in wooded areas above ground. It feeds on offal and carrion primarily, gathering huge heaps of such material in which to lay its eggs.
If this beetle is attacked or disturbed there is a 50% chance each melee round that it will turn its rear towards its attacker(s) and fire off an 8-ft x 8-ft x 8-ft cloud of reeking, reddish acidic vapor from its abdomen. This cloud causes 3-12 hit points of damage to any creature within it. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning any creature with a sense of hearing within 16-ft radius, and a like chance for deafening any creature within the 16-ft radius which was not stunned. Stunning lasts for 2-8 melee rounds, plus an additional 2-8 melee rounds of deafness after stunning. Deafening lasts 2-12 melee rounds.
The giant bombardier can fire its vapor cloud every third melee round, but not more often than twice in eight hours.
Neutral Large Monster (insect) (9-ft long)
FREQUENCY: Common
NO. APPEARING: 3-18 (III. 1d3)
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 3
MOVE: 6"
HIT DICE: 5 (hp 22)
% IN LAIR: 40%
TREASURE TYPE: C, R, S, T
THAC0: 15
MELEE: bite (5d4)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 200 or 90 + 5 per hp)
These beetles favor rotting wood and similar organic material upon which to feed, so they are usually found inside huge trees or in unused tunnel complexes underground. In the latter areas they will grow molds, slimes and fungi substances for food, starting such cultures on various forms of decaying vegetable and animal matter and wastes. These creatures are individually not of much greater intelligence than others of their kind, but it is rumored that groups develop a communal intelligence which generates a level of consciousness and reasoning ability approximating that of the human brain.
Neutral Large Monster (insect) (8 ft. long)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33% — Others +17%
SENSES insect senses
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 9 (hp 40)
% IN LAIR: 40%
TREASURE TYPE: nil
THAC0: 12
MELEE: bite (3d4)
SPECIAL ATTACKS: death vibrations - Hits As: +3
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VII (XP 1,780 or 1,300 + 12 per hp)
This monstrous insect is found in temperate regions.
It is particularly dreaded as it often disguises itself. These disguises range from wearing carapaces of other giant beetles to sticking rubbish to itself with a glue of earth and saliva.
The normal attack of a death watch beetle is by biting with its great mandibles. Before such an attack, however, the monster will make a clicking sound with its carapace. This sound produces sonic vibrations which are deadly. Creatures within a 30-foot radius must save vs. death magic or die. Those saving must take from 5-20 points of damage. The clicking of the death watch resembles that of a drum or gong. As the sound is diffused and seems to come from everywhere, location of the monster thereby is 90% unlikely. After 1 round, the vibrations have the stated effect. The effort required to produce the killing vibrations is such that the monster is able to perform the clicking only once every 2-5 hours.
Although commonly encountered outdoors, death watch beetles of the giant sort have also been known to invade subterranean areas in search of food.
As a death watch moves frequently in search of food, it is unlikely that it will have treasure, other than an incidental item possibly stuck upon its back as camouflage. Even if a beetle stays in one locale for an extended period (10% chance) only the treasure carried by victims slain by the monster will be in the area.
Neutral Small Monster (insect) (2.5-ft long)
FREQUENCY: Common
NO. APPEARING: 3-12 (I. 1d4)
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 1 + 2 (hp 6)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 18
MELEE: bite (2d4)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 24 or 12 + 2 per hp)
The smallest of the giant beetles, fire beetles, nevertheless are capable of delivering serious damage with their powerful mandibles. They are found both above and below ground, being primarily nocturnal.
Fire beetles have two glands above their eyes and one near the back of their abdomen which give off a red glow. For this reason they are highly prized by miners and adventurers, as this luminosity will persist for from 1-6 days after the glands are removed from the beetle. The light shed illuminates a 10-ft radius.
Neutral Large Monster (insect) (12-ft long plus 6-ft horn)
FREQUENCY: Uncommon
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 2 (AR 3)
MOVE: 6"
HIT DICE: 12 (hp 54)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 9
MELEE: horn (2d8) and bite (3d6)
SPECIAL ATTACKS: none - Hits As: +4
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VII (XP 3,014 or 2,150 + 16 per hp)
This uncommon monster inhabits tropical and subtropical jungles. They roam these regions searching for fruits and vegetation, crushing anything in their paths. The horn of a giant rhinoceros beetle extends about 6-ft.
Neutral Large Monster (insect) (10-ft long)
FREQUENCY: Uncommon
NO. APPEARING: 1-3
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 3
MOVE: 6"
HIT DICE: 6 (hp 27)
% IN LAIR: 25%
TREASURE TYPE: See description
THAC0: 13
MELEE: bite (2d8)
SPECIAL ATTACKS: dismembering bite (Nat 19) - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: V (XP 562 or 400 + 6 per hp)
The slicer beetle is similar to a stag beetle (q.v.) but does not have horns.
Its mandibles are razor-sharp. When attacking, a roll of 19 or 20 indicates that it has nipped off an opponent's arm or leg. If the battle is going against the slicer beetle, it will grab any food conveniently available (i.e., lost limbs) and flee.
Its lair usually contains many bones and 1-6 types of normal weaponry. The lair may also contain magical weapons (25% chance) or magical boots (10% chance). However, if a pair of boots or gauntlets is present, the pair is probably not matched (only a 5% chance). Attempts at identifying an unmatched set will give standard (but false) results. The effects of non-matching boots or gauntlets can be unpredictable. These effects will not commence until the wearer is engaged in an encounter, adventure, or other normal but potentially dangerous activity.
Each boot alone will perform as follows :
Dancing: 1 foot taps and shuffles.
Elvenkind: 1 foot tip-toes.
Levitation: 1 side of the body tends to rise.
Speed: 1 foot takes 2 steps to the other's 1.
Striding & Springing: 1 foot either goose steps or makes hops of 3-4 ft
Each gauntlet alone will perform as follows:
Dexterity: 1 hand tends to attempt pocket-picking (with base 50% chance of success).
Fumbling: 1 hand tends to drop things (50% chance).
Ogre power: 1 hand sloppily uses more force than intended; if in combat, no strength modifiers will apply.
Swimming and climbing: 1 hand tends to wave about randomly.
Neutral Large Monster (insect) (10-ft long plus 8-ft long horns)
FREQUENCY: Common
NO. APPEARING: 2-12
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 3 (AR 3)
MOVE: 6"
HIT DICE: 7 (hp 31)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 13
MELEE: bite (2d8)
SPECIAL ATTACKS: none - Hits As: +2
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VI (XP 648 or 400 + 8 per hp)
These woodland dwelling beetles are very fond of grains and similar growing crops, so they will sometimes become highly pestiferous and raid cullivated lands. Like other beetles, they have poor sight and hearing, but they will fight if attacked or attack if they encounter organic material they consider food. The giant stag beetle's two horns are usually not less than 8-ft long.
Neutral Large Monster (aquatic, insect) (6-ft+ long)
FREQUENCY: Common
NO. APPEARING: 1-12
SURPRISE: 33%
SENSES insect senses
ARMOR CLASS: 3
MOVE: 3" — swim 12"
HIT DICE: 4 (hp 18)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 15
MELEE: bite (3d6)
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 132 or 60 + 4 per hp)
The giant water beetle is found only in fresh water of not less than 30-ft deep. As they are voracious eaters, they prey upon virtually any form of animal but will eat almost anything. Slow and ponderous on land, they move very quickly in water. Giant water beetles hunt food by scent and vibration.