Tiny monstrosity, Unaligned
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 7 (3d4) |
| Speed | 20 ft., burrow 20 ft., fly 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 16 (+3) | 11 (+0) | 3 (-4) | 8 (-1) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., tremorsense 60 ft., passive Perception 9 |
| Languages | — |
| Challenge | 1/8 |
If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the scarab is animate.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn.