Electrolocation. The zap bug emits a weak, nearly undetectable electrical field which allows it to sense the world around it. Because of this, the zap bug has Blindsight within a radius of 30 feet around it. This also allows the zap bug to communicate telepathically with other zap bugs within this radius.
Rocky Exoskeleton. Due to it's rock-like appearance, the zap bug has Advantage on Stealth checks made in rocky terrain.
Swarming Predator. Whenever another zap bug is within 5 feet of an enemy, the zap bug has advantage on attacks against that enemy.
Electric Discharge (recharge 5-6). The zap bug discharges a powerful jolt of electricity in a 15 foot cone. Each creature within this cone must make a DC 13 Constitution saving throw or take 11 (3d6) lightning damage and be Paralyzed until the start of the zap bug's next turn. On a successful save a creature takes half damage and is not paralyzed.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) piercing damage.
Description
Zap bugs are large insectoid creatures, usually colored a rocky grey, that have an impressive ability to discharge a powerful jolt of electricity to incapacitate and kill their prey. When in swarms, they attack creatures and groups of creatures much larger than themselves. In fact, death by zap bug has been the fate of many unfortunate merchant caravans and adventuring parties who decided to rest in caves or to travel through mountains or underground. A typical zap bug is about 3 feet long.
Ecologically, these creatures seem to fill the same niche as electric eels within their own habitats. They are often sought by mages for the bulbs of their antennae, which is where their electricity is generated.







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