Dawn Core-diver

Source: Alien Archive 4

CR: 10 XP: 9,600

N Large vermin

Init.: +2 Senses: darkvision 60 ft. Perception: +19

Defense

HP: 165

EAC: 23 KAC: 27

Fort: +14 Ref: +9 Will: +12

Offense

Speed: 20 ft., burrow 10 ft.

Melee: bite +20 (2d10+15 P plus 1d10 F; critical burn 1d10) or claw +22 (2d6+15 S plus 1d10 F)

Offensive Abilities: breath weapon (30-ft. cone, 11d6 F, Reflex DC 17 half, usable every 1d6 rounds)

Statistics

Str: +5 Dex: +2 Con: +8 Wis: +3 Int:Cha: +0

Skills: Athletics +19, Survival +19

Ecology

Environment: any

Organization: solitary or crew (1–2 plus 3–8 sun-scrapper beetles)

Special Abilities

<p><b>Heated Carapace (Ex)</b> A dawn core-diver exudes intense heat, dealing 1d10 fire damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the core-diver hits with its attacks.<br/> <b>Scrap (Ex)</b> Known for its ability to tear apart virtually anything to add to its junk hoard, a dawn sun-scrapper gains a +4 racial bonus to sunder combat maneuvers.<br/> <b>Solar Slingshot (Ex)</b> A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds using Survival instead of Piloting to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can’t fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed.</p>

Description