THE SHARED REFERENCE Adventurer

Monster

Swarm of Hoard Scarabs

Outside your table’s allowed sources

Official reference · FTD · 2014

Creature type
Monstrosity
Size
Medium
Armor class
14 (natural armor)
Hit points
31 (7d8)
Speed
Walk 20 ft., Burrow 20 ft., Fly 20 ft.
Challenge rating
2
Alignment
Unaligned
Strength
6
Dexterity
16
Constitution
11
Intelligence
3
Wisdom
8
Charisma
6
Passive Perception
9
Senses
darkvision 60 ft., tremorsense 60 ft.
Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Traits

False Appearance

If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate.

Swarm

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points.

Actions

Swarm of Bites

Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm is at half of its hit points or fewer, and the target has disadvantage on attack rolls until the start of its next turn.

Bonus actions

Scale Dust (1/Day)

The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm 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.

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