Tiny Beast, Neutral
Armor Class 101 (natural armor)
Hit Points 105 (10d20)
Speed 30 ft., Climb 30 ft., Walk 40 ft.
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Skills History +20, Stealth +6
Senses Tremorsense 100 feet, Passive Perception 30
Languages Telepathy 5 miles
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

 Strange Carapace: Attacks against this creature are rolled on 1d100. while rolling on a 1d100 in this way, you cannot critically fail or succeed.

Slippery: Ancient Scarab cannot be grappled, retrained, or moved against its will

Adaptive Armor. Ancient Scarab is immune to any effect that would force it to make a saving throw.

Ancient Resistance: Ancient Scarab takes 10 less damage from all sources

Legendary Actions

At the start of each of its turns, Ancient Scarab loses all unsaved Legendary actions and gains three more. Then, all saved Legendary Actions stop being saved.

Forbid (Costs 1 Action). Ancient Scarab chooses one square that no creatures currently occupy. It is impossible to enter this square until the Ancient Scarab forbids a different square

Charge (Costs 1 Actions). Ancient Scarab saves up to 3 Legendary Actions away. Saved Legendary Actions do not reset at the start of Ancient Scarab's turn, but cannot be used.

Expell (Costs 10 Actions). the Ancient Scarab selects up to 100 creatures within 500 feet of it. these creatures are immediately teleported two miles away from the Ancient Scarab.

Description

Ancient Scarabs were scattered around the universe to guard locations important to an ancient civilization. Nobody knows how long they live because nobody has found an Ancient Scarab that died of old age, but they are theorized to live for millions or billions of years, if not forever. Ancient Scarabs can also reproduce but do so rarely as they never leave their posts while they are remotely intact. it seems that as they age their powers grow, but not even the most Ancient of Ancient Scarabs can stop everyone. either that or we haven't yet found their greatest strongholds.

Lair and Lair Actions

Ancient Scarabs are within their lairs if they are within 500 feet of the location they protect

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Scarab takes a lair action to cause one of the following effects.

  • The Ancient Scarab creates a single saved Legendary Action.
  • Each creature within 50 feet of the Ancient Scarab takes 1d4-2 force damage.

Regional Effects

The region containing an Ancient Scarab's lair is infused with protective energies, which creates one or more of the following effects:

  • The Ancient Scarab always knows the location of any meddling adventurers within 5 miles.
  • Within 5 miles of the lair, inexplicable invisible barriers sometimes manifest to prevent people from going places they shouldn't.
  • Within 5 miles of the lair, creatures native to the area have a 1 in 4 chance to manifest the effects of Strange Caparace when attacked. if they do so, their AC increases by 60

If the Ancient Scarab dies, the first effect ends immediately, the second effect fades in 5d4 days, and creatures born after the Ancient Scarab died cannot manifest Strange Caparace. Creatures that were born before the Ancient Scarab died can still manifest Strange Caparace for 2d6 years.

winner1232

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