Shell. Whilst the beetlaur's shell is not opened, it gains a burrow speed of 20 ft., +2 to its AC and strength saving throws. Whilst its shell is opened, it gains a flying speed of 60 ft. and +2 to its dexterity saving throws, and the beetlaur does not provoke oppertunity attacks when flying.
Hardy body. the beetlaur reduces its fall damage distance by 50 ft. for the purposes of calculating how much damage it takes.
Pyrophobia. When the beetlaur sees fire (magical or non-magical) within 30 ft. of itself, it must succeed on a wisdom saving throw (DC = 8 + the creator of the fire's proficency bonus + the creator of the fire's intelligence modifier) or be frightened until the start of its next turn. If the beetlaur is already frightened in this way, it does not make another saving throw and thus does not become frightened again.
Multiattack. The beetlaur makes two attacks with its insect blades, and can replace one of these with a grab and one of them with a squeeze.
Insect Blades. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (4d4 + 6) slashing damage plus 2 (1d4) acid damage.
Grab. The beetlaur attempts a grapple against one creature within 5 ft. of it. If it is successful, that creature also takes 15 (2d8+6) piercing damage plus 5 (2d4) acid damage. A creature grappled in this way automatically takes 2 (1d4) bludgeoning damage at the start of each of its turns.
Squeeze. A creature grappled by the beetlaur must succeed on a DC 17 strength saving throw or take 19 (2d12+6) bludgeoning damage, half as much on a success.
Charge (recharge 5-6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 4 (1d6) bludgeoning damage. The betlaur must move at least 10 ft. in a straight line before using this. Hit or miss, the target must succeed on a DC 17 strength saving throw or be knocked prone and be pushed 10 ft. in the direction of the charge.
Acid spit. RangedWeapon Attack: +7 to hit, range 30/60 ft., 1 target. Hit: 12 (4d4+2) acid damage. On a hit the target must succeed on a DC 13 constitution saving throw or be blinded until the end of its next round, as the acid blinds them briefly. Hit or miss, on the square of the target a pool of acid is left there for 1 minute. Each creature that enters the acid for the first time or starts its turn there must make a DC 13 dexterity saving throw or take 2 (1d4) acid damage, half as much on a success.
Open wings. The beetlaur opens or closes its shell.
Parry. The beetlaur adds 3 to its AC against one attack that hit it.
Magical carapice. The beetlaur halves the damage it takes from damage it takes, and adds 2d6 of that damage type to its next melee attack within the next minute.
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