Bioluminescence. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Amphibious. This creature can breathe on both land and underwater.
Familiar.The Crystal Beetle can serve another creature as a familiar, forming a magic telepathic bond with that willing companion. While the two are bonded the companion can sense what the Crystal Beetle senses as long as they are within 1 mile of each other. Additionally, while the Crystal Beetle is within 10 ft of its companion, the companion shares the beetle’s Bioluminescence feature while gaining resistance to poison effects. At any time and for any reason the Crystal Beetle can end its service as a familiar, ending the telepathic bond.
Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Hurl. Any time the Rhinoceros Beetle successfully makes an attack without moving, roll another strength check and match against the opponents strength (athletics) or dexterity (acrobatics). If the Beetle wins the roll, the opponent is thrown 10 feet, plus an additional 5 feet for every 5 points higher than the opponent.
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