Tiny. The scarab can occupy another creature's space and vice versa, the scarab can't regain hit points or gain temporary hit points.
Spider Climb. The Scarab can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the creature's space. Hit: 2 (1d4) piercing damage. If the Scarab remains on their prey at the start of its next turn, it can choose to bite again or to burrow under its victim's skin for 1d4 piercing damage. Once the scarab has burrowed, any attacks made against it will harm the player being burrowed and the scarab equally.
Eat. Melee Weapon Attack: +3 to hit, reach 0 ft., the creature must be under the target's skin. Hit: 3 (1d6) piercing damage. Can only be performed by a scarab who is burrowed under a creature's skin.
Chirp. The Scarab can make a noise imperceptible to most creatures except for insects and the undead. Any other scarabs within 60 feet will spend their movement on their next turn to head towards the signaling Scarab.
Description
Like a regular scarab, these bugs are stout-bodied beetles with hard, blue-green iridescent shells. These insects favor the desert and are often found underground, or, at night.
Under the effect of magic or curses, Scarabs become bloodthirsty and carnivorous.
A la "the Mummy", 1999
Comments