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Giant Scarab Beetle, “The Dune Warden”

Giant Scarab Beetle, “The Dune Warden”
Create

The Giant Scarab Beetle is a massive, chitin-plated insect measuring nearly ten feet long and weighing over a ton. Its domed carapace is dark bronze or obsidian-black, ridged and pitted from years of burrowing through abrasive desert sands. Two heavy mandibles protrude from its head, capable of crushing bone and armor alike. Its compound eyes shimmer with a dull green luster, and its underbelly is covered in fine, barbed hairs that help it sense vibrations and cling to prey.

Behavior

Utterly mindless and driven solely by instinct, the Giant Scarab Beetle behaves more like a living trap than a thinking predator. It does not communicate, coordinate, or flee—only kill. These creatures do not recognize friend or foe, attacking anything that stumbles within range. They are territorial and aggressive even when not hungry, lashing out at disturbances with immediate, lethal force.

Habitat

Found almost exclusively in arid desert regions, Giant Scarab Beetles burrow into dunes, rocky canyons, or beneath the ruins of ancient tombs. Their tunnels are reinforced by compacted sand and waste, sometimes mistaken for natural cave systems. Scarab beetles prefer hot, dry climates and cannot tolerate humid or forested environments.

Modus Operandi

The Giant Scarab Beetle lies in ambush just beneath the surface of the sand, its armored shell blending seamlessly with the terrain. When it senses vibrations—footsteps, wagon wheels, or digging—it erupts in a burst of sand and fury. It immediately targets the nearest creature with its powerful bite, attempting to disable or kill as quickly as possible. It rarely pursues fleeing prey, preferring to wait for the next victim.

Motivation

The beetle lacks higher cognition or purpose. Its only motivations are hunger and territory. However, some desert-dwelling cultures believe these beetles act as guardians of the dead, drawn to ancient burial grounds by unknown forces. Though mindless, their eerie presence near tombs has led many to believe they serve a forgotten divine will—or are relics of one.


  • Giant Scarab Beetle
  • Giant Scarab Beetle, Pathfinder
  • Giant Scarab Beetle 3.5
Giant Scarab Beetle, “The Dune Warden”
Create

Large Vermin (Monstrosity), Unaligned


Armor Class: 17 (natural armor)
Hit Points: 114 (12d10 + 48)
Speed: 40 ft., burrow 20 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)18 (+4)1 (−5)12 (+1)3 (−4)

Saving Throws: Dex +5, Con +7
Skills: Perception +4, Stealth +5
Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: Charmed, frightened, paralyzed, prone
Senses: Darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages:
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3


Traits

  • Vermin Body. The scarab beetle cannot be charmed, frightened, or affected by mind-altering magic such as calm emotions or dominate monster. It is immune to effects that require an Intelligence score.
  • Sand Ambush. While burrowed and motionless in natural sand, the beetle is indistinguishable from the terrain. It has advantage on its first attack against any creature that hasn’t detected it.
  • Desert Camouflage. The beetle has advantage on Dexterity (Stealth) checks made to hide in desert terrain.
  • Magic Resistance. The scarab beetle has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.
The scarab beetle makes two attacks: one with its Bite and one with Sandblast (if available).


Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). Until this grapple ends, the target is restrained, and the beetle can’t bite another target.


Sandblast (Recharge 5–6).
The giant scarab beetle forcefully expels a torrent of fine desert sand and razor-sharp grit from specialized mouthparts beneath its armored mandibles, unleashing a sudden, choking cone of abrasive particles in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 18 (4d8) slashing damage, is blinded for 1 minute, and cannot speak or cast spells with verbal components until the end of its next turn. On a successful save, the creature takes half damage and suffers no additional effects.


Trample (Recharge 6).
The scarab beetle moves up to 30 feet in a straight line. Each Medium or smaller creature in its path must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. A successful save halves the damage and prevents the prone condition.


Bonus Actions

Burrow Hide.
If the scarab beetle is on sandy terrain, it can burrow up to 10 feet as a bonus action and become heavily obscured unless a creature has tremorsense or succeeds on a DC 15 Wisdom (Perception) check to detect its position.


Reactions

Death Throes.
When reduced to 0 hit points, the beetle thrashes violently, releasing a burst of heated sand. Each creature within 10 feet must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) fire and slashing damage and be blinded until the end of its next turn.


Tactics

  • Ambush Predator: Uses Burrow Hide and Sand Ambush to strike unaware prey with a devastating Bite followed by Sandblast to blind and silence spellcasters.
  • Disruptive Trampler: Employs Trample to break enemy ranks and knock vulnerable foes prone.
  • Relentless Grappler: Focuses on grappling a single target with its powerful bite, restraining and dealing ongoing damage.
  • Tactical Retreat: Uses Burrow Hide to disengage and reposition when injured or overwhelmed.
Giant Scarab Beetle, “The Dune Warden”
Create

This towering beetle erupts from beneath the desert sands in a cloud of blinding grit, its serrated mandibles snapping with relentless hunger.


Giant Scarab Beetle                                              CR 7
XP 3,200
N Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4


Defense

AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 90 (12d8+36)
Fort +11, Ref +7, Will +4
Defensive Abilities vermin traits; DR 5/bludgeoning; Immune mind-affecting effects


Offense

Speed 40 ft., burrow 20 ft.
Melee bite +15 (2d8+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks sandblast (1d4 rounds, DC 18), trample (2d6+9, DC 19)


Statistics

Str 22, Dex 17, Con 17, Int —, Wis 12, Cha 5
Base Atk +9; CMB +16 (+20 grapple); CMD 29 (can’t be tripped)
Skills Stealth +9 (+17 in desert), Perception +4
Racial Modifiers +8 Stealth in desert
Languages
SQ desert camouflage


Ecology

Environment warm deserts
Organization solitary, pair, or swarm (3–6)
Treasure incidental (remnants of devoured prey)


Special Abilities

Desert Camouflage (Ex):
In sandy or arid terrain, a giant scarab beetle gains a +8 racial bonus on Stealth checks. This bonus does not apply in non-desert environments.


Sandblast (Ex):
As a standard action, a giant scarab beetle can expel a 30-foot cone of blinding, abrasive grit from beneath its mandibles. Each creature in the area must succeed on a DC 18 Reflex save or take 4d6 slashing damage, be blinded for 1d4 rounds, and become unable to speak or cast spells with verbal components for 1 round. A successful save halves the damage and negates the other effects. The save DC is Constitution-based.
The beetle must wait 1d4 rounds before it can use this ability again.


Trample (Ex):
As a full-round action, the beetle can move up to twice its speed and trample Medium or smaller creatures in its path. Targets may attempt attacks of opportunity at –4 or make a DC 19 Reflex save to avoid the trample. A failed save results in 2d6+9 bludgeoning damage and the target is knocked prone.


Death Throes (Ex):
When reduced to 0 hit points, the beetle convulses violently, rupturing internal sand sacs and releasing a cloud of heated grit. All creatures within 10 feet must succeed on a DC 16 Reflex save or take 3d6 fire and slashing damage and be blinded for 1 round.


Tactics

Before Combat: The beetle buries itself beneath the sand using desert camouflage, waiting motionless until it senses vibrations.
During Combat: It begins with a surprise bite, followed immediately by sandblast if available. If surrounded, it uses trample to scatter foes.
Morale: As a mindless creature, the scarab beetle fights until destroyed, showing no fear or hesitation.


Description

Towering over most creatures of the desert, the giant scarab beetle is a relentless subterranean predator. Its domed carapace shimmers like obsidian in the sun, while its bladed mandibles are capable of crushing bone and rending steel. Lacking higher cognition, the beetle attacks anything that disturbs its territory—be it animal, humanoid, or construct.
Some desert civilizations believe these beetles serve as guardians of ancient tombs, placed by forgotten gods or cursed pharaohs. Their presence near ruins is seen as both an omen and a warning: disturb the dead, and join them.

Giant Scarab Beetle, “The Dune Warden”
Create

Large Vermin
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft., burrow 20 ft.
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d8+6 plus sandblast)
Full Attack: Bite +10 melee (2d8+6 plus sandblast)
Space/Reach: 10 ft./5 ft.
Special Attacks: Sandblast, trample (2d6+6, DC 18)
Special Qualities: Tremorsense 30 ft., darkvision 60 ft., desert camouflage, vermin traits
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con 16, Int —, Wis 10, Cha 4
Skills:
Feats:
Environment: Warm deserts
Organization: Solitary, pair, or dune cluster (4–8)
Challenge Rating: 6
Treasure: Incidental (remnants of prey)
Alignment: Always Neutral
Advancement: 9–14 HD (Large); 15–20 HD (Huge)
Level Adjustment:


Description

The giant scarab beetle is a heavily armored, desert-dwelling predator resembling an enormous version of its sacred kin. Revered and feared in equal measure by ancient desert cultures, these beetles are relentless in their pursuit of prey and nearly impervious to manipulation or distraction.


Combat

Giant scarab beetles rely on ambush tactics, using their natural camouflage and burrowing ability to remain concealed until prey approaches. They often begin combat with a sandblast to impair vision, followed by trampling or biting.

Sandblast (Ex): As part of a bite attack, the giant scarab beetle expels a burst of sand and grit. The target must succeed on a DC 17 Reflex save or be blinded for 1d4 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Sandblast can be used once every 1d4 rounds. Creatures immune to blindness or with tremorsense are unaffected.

Trample (Ex): As a full-round action, the beetle may move up to its speed and overrun opponents of Medium size or smaller. Targets may make an attack of opportunity at a -4 penalty or attempt a DC 18 Reflex save to avoid being trampled. Trample damage is 2d6+6 bludgeoning.

Desert Camouflage (Ex): In sandy or arid terrain, the beetle gains a +8 racial bonus on Hide checks. This bonus does not apply in other environments.


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