Huge Beast, Lawful Neutral
Armor Class 18 natural Armor
Hit Points 152 (16d12 + 48)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +9, CON +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 30 ft, Passive Perception 12
Languages Understands Celestial (only when worshipped) but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sun-Kissed Carapace. The Colossus Scarab's stone-like shell is blessed by the sun, granting it resistance to fire damage. Additionally, once per day, the Colossus Scarab can channel the power of the sun to heal itself. As a bonus action, it can regain 20 hit points. This ability can only be used during daylight hours or when the creature is exposed to the sun's light.

Unstoppable Charge. If the Colossus Scarab moves at least 20 feet in a straight line toward a creature and then hits it with a Stinger attack, the target must succeed on a DC 16 Strength saving throw or be knocked prone and take an additional 15 (3d10) bludgeoning damage. This damage ignores resistance and immunity to bludgeoning damage.

Divine Aura. Creatures within 10 feet of the Colossus Scarab must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack. The Colossus Scarab makes two attacks: one with its Stinger and one with its Crushing Mandibles.

Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage plus 7 (2d6) poison damage.

Crushing Mandibles. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 6) bludgeoning damage.

Bellowing Charge (Recharge 5-6). The Colossus Scarab lets out a deafening, reverberating bellow that shakes the very earth beneath it. Each creature within 30 feet of the Colossus Scarab must make a DC 16 Constitution saving throw or take 18 (4d8) thunder damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Reactions

Shell Guard (Recharge 5-6). When the Colossus Scarab is hit by a melee attack, it can use its reaction to retract into its shell, gaining a +4 bonus to AC against the triggering attack. If the attack misses, the attacker takes 7 (2d6) bludgeoning damage as it is knocked back 5 feet.

Legendary Actions

The Colossus Scarab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Colossus Scarab regains spent legendary actions at the start of its turn.

Mandible Strike. The Colossus Scarab makes one Crushing Mandibles attack.
Charge (Costs 2 Actions). The Colossus Scarab moves up to its speed in a straight line. If it ends its movement within 5 feet of a creature, it can make a Stinger attack against that creature.
Earthquake Slam (Costs 3 Actions). The Colossus Scarab slams its massive body into the ground, causing tremors. All creatures within 15 feet of the Colossus Scarab must succeed on a DC 16 Strength saving throw or be knocked prone and take 15 (3d10) bludgeoning damage.

InstantLiquidation

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