Monster
Hoard Scarab
Outside your table’s allowed sources
Official reference · FTD · 2014
- Creature type
- Monstrosity
- Size
- Tiny
- Armor class
- 14 (natural armor)
- Hit points
- 7 (3d4)
- Speed
- Walk 20 ft., Burrow 20 ft., Fly 20 ft.
- Challenge rating
- 1/8
- Alignment
- Unaligned
- Strength
- 4
- Dexterity
- 16
- Constitution
- 11
- Intelligence
- 3
- Wisdom
- 8
- Charisma
- 6
- Passive Perception
- 9
- Senses
- darkvision 60 ft., tremorsense 60 ft.
Traits
False Appearance
If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the scarab is animate.
Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn.
Bonus actions
Scale Dust (1/Day)
The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being invisible. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.