Small Construct, Unaligned
Armor Class 13 Natural armor
Hit Points 21 (6d6)
Speed 40 ft.
STR
13 (+1)
DEX
10 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
14 (+2)
CHA
6 (-2)
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft, Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Alchemical Burst. When the alchemy beetle dies, it explodes in a burst of alchemical fluid. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) damage of the same type it deals with its bite on a failed save, or half as much damage on a successful one. Objects that aren't being worn or carried in that area are damaged as well.

 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) damage of one of the following types (one type per individual beetle): acid, cold, lightning, or fire.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The ancient giants created many alchemical wonders, some of which remain active and roam the broken ruins of their long-gone creators. The alchemy beetle is one of these.

Alchemical Reservoir. An alchemy beetle is created with a reservoir of alchemical fluid that deals one of the following types of damage: acid, cold, lightning, or fire. Once created, an alchemy beetle has enough liquid to deal its alchemical damage roughly 100 times. Only the giants knew how to refill a beetle, so ones that have run out remain empty.


Alchemy beetles that have run out of fluid do not have the Alchemical Burst trait and deal only 3 (1d4 + 1) piercing damage with their bite attacks. They have a reduced challenge rating of 1/8 (25 XP).

Habitat: DesertUnderdarkUrban

Phishtrader

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