Illumination. The beetle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Blood Embers. When the beetle takes damage of any kind except psychic or fire, each creature within 5 feet of it takes 2 (1d4) fire damage.
Blisterbomb. When the beetle is reduced to zero hit points, it must make a DC 10 Constitution saving throw. On a successful save, the centipede explodes, creating a 5-foot radius sphere dust cloud that obscures the area. On a failed save, the centipede explodes, instead creating 5-foot radius sphere fireball. Each creature in that area must succeed a DC 11 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much on a successful one.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage.
Description
The product of Charre's inhumane experiments on woodland beasts, these unfortunate creatures scurry around their former habitats frantically, mindless and driven by an urgent burning from their insides. Once regular beetles, Blisterbomb centipedes have been unnaturally bloated by Charre's experimental spells. Beetles have proven to be the most resistant to swelling in size due to their hard carapaces.
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