Armor Class
14
Hoard Scarab
Tiny Monstrosity · Unaligned
Hit Points
7 (3d4)
Speed
Walk 20 ft., Burrow 20 ft., Fly 20 ft.
CR
1/8
Traits
False Appearance
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 () check to discern that the scarab is animate.
Actions
Bite
Melee Weapon Attack +5 to hit, reach 5 ft., one target. 5 () Piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn.
Bonus Actions
Scale Dust (1/Day)
The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being . In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting on the creature ends the effect on it.