Glass Beetle (Corebound Awakening Supplement)

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Glass Beetle[edit]

Tiny mana beast, unaligned


Armor Class 17 (natural armor)
Hit Points 5 (2d4)
Speed 20 ft, climb 10 ft


STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 6 (-2)

Proficiency Bonus +2
Senses passive Perception 10
Languages


SHP = 8

Reflective Shell. The first ranged attack made against the Glass Beetle each round has disadvantage.

Glass Pulse (Recharge 6). When struck by a melee attack, the beetle can emit a piercing chime. All creatures within 10 feet must succeed a DC 12 Constitution saving throw or become disoriented (disadvantage on attacks until end of their next turn).

Stillshine Camouflage. When motionless, the beetle is indistinguishable from ordinary glass or crystal.

Actions

Shard Jab. Melee Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) piercing damage.

Glass Spray. Fires a conical burst of glittering shards in a 10-ft cone. Each creature in the area must make a DC 11 Dexterity saving throw or take 6 (2d4 + 2) slashing damage and lose reactions until the start of their next turn.



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