Scarapit

The Griffon's Saddlebag: Book Two p. 340 (Third Party)

Size
Large
Type
monstrosity
Alignment
unaligned
AC
15 (natural armor)
Hit Points
59 (7d10+21)
Speed
walk 30 ft., burrow 20 ft., climb 30 ft.
Skills
Perception +1, Survival +3, Stealth +4
Immunities
poison
Condition Immunities
paralyzed, poisoned
Senses
darkvision 120 ft., blindsight 30 ft.
Passive Perception
11
Challenge
2
STR
16
+3
DEX
15
+2
CON
17
+3
INT
3
−4
WIS
8
−1
CHA
4
−3

Traits

Proficiency Bonus

+2

Ambusher

In the first round of a combat, the scarapit has advantage on attack rolls against any creature it surprised.

Keen Smell

The scarapit has advantage on Wisdom (Perception) checks that rely on smell.

Noxious Resillience

The scarapit can breathe normally in any environment, and it has advantage on saving throws made against harmful gases and vapors (such as cloud-kill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Spider Climb

The scarapit can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Subterreanean Explorer

While the scarapit is underground, it always knows how far it is from the surface, it can't be surprised while it isn't incapacitated, and it has advantage on Wisdom (Survival) checks made to track creatures.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, or 21 (4d8+3) piercing damage if the target is surprised, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Other data

description

In Antronec's sewers, these vile monstrosities roam, relishing in the abundance of waste and smaller prey. Some researchers presume that this unholy mixture of dung beetle and centipede was created by a mage or deity striving to inspire nightmares. It is uniquely adept at navigating the underground and often-poisonous sewer system, as many adventurers have discovered. In fact, some adventuring agencies consider slaying a scarapit to be the deciding factor between an adventurer and a thrill-seeker.