Swarm of Temple Scarabs
Medium swarm, chaotic evil
Armor Class
13
Hit Points
36 (8d8)
Speed
25 ft., climb 25 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses
darkvision 60ft., passive Perception 10
Languages
--
Challenge
2 (450 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny temple scarab. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (4d4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or 1d4 scarabs burrows under the skin of the target. A creature may use one of its attack actions to attempt to cut out a scarab. That creature makes a DC 10 sleight of hand check, cutting it out of the victim on a success and dealing 3 damage to the swarm. Success or fail, the creature in which the scarab is burrowed takes 1 point of piercing damage from this maneuver.
If a scarab is burrowed, at the end of each of its turns it moves closer to the creature’s brain, dealing an additional 1 piercing damage. If the scarab is not removed after 3 turns of being burrowed, it latches on to the brain of the creature and takes control of its body until removed. A creature that has a scarab removed from its brain falls unconscious for 1d4 days.