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Scarab, Ruin

Large · Undead · CR 6 · Neutral Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
136 (16d10+48)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
14
+2
CON
16
+3
INT
3
-4
WIS
14
+2
CHA
4
-3

Overview

Category Monsters
Size Large
Type Undead
Alignment Neutral Evil
XP 2300
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 15 ft (4.6 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 90 ft (27.4 m)
Passive Perception 12

Skills

Perception +2

Resistances & Immunities

Condition Immunities
charmed, frightened, poisoned, restrained

Traits

Flesh-Eating Aura

When creature that doesn’t have all of its hp starts its turn within 10 ft. of scarab creature takes 2 (1d4) necrotic. Also magical healing within 10 ft. of it is halved.

Silent Steps

No sound emanates from it whether moving attacking or ripping into a corpse. Has advantage on Dex (Stealth) checks and each creature within 5 ft. of it is deafened.

Undead Nature

Doesn't require air food drink or sleep.

Unstoppable

Moving through difficult terrain doesn’t cost it extra movement and its speed can’t be reduced.

Reactions

Relentless Pursuit

When a creature within 10 ft. of the scarab moves away from it scarab can move up to half its speed toward that creature.

About Scarab, Ruin

Scarab, Ruin is a large undead with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 136 hit points (derived from 16d10+48).

GM Tips: Using Scarab, Ruin

2 tips available

When using Scarab, Ruin in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Climbing Advantage: This creature can climb at 15 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Scarab, Ruin

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Climbing Defense: This creature can climb at 15 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Scarab, Ruin?
Scarab, Ruin has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Scarab, Ruin?
Scarab, Ruin is a Large Undead, which affects how certain spells and abilities interact with it.

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