Armor Class
11
Necrodermis
Hit Points
3
(1d4 + 1)
Speed
35 ft., Fly 35 ft. (hover), Burrow 30 ft.
STR
2
(-4)
DEX
14
(+2)
CON
2
(-4)
INT
1
(-5)
WIS
10
(+0)
CHA
1
(-5)
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses
Tremorsense 60ft, Passive Perception 10
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Self Destruction. At the start of its turn, a Canoptek Scarab can choose to explode in a 5ft. radius. Any creature within range must succeed a DC 10 Dexterity saving throw or take 1d4 fire damage. This results in the Scarab's death.
Reanimation Protocols. If the Scarab is reduced to 0 hit points, it can roll 1d10. If the result is a 10 or 9, it returns to 2 hit points.
Actions
Feeder Mandibles. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage.
Comments