Big Boy. Advantage on any strength check/save, but enemies roll with advantage when attacking.
Pacifist. Attacks made by the Beetle are much weaker then its Strength and size would suggest. Perhaps there’s a way to unlock its full potential?
Nullify Magic. Magic slides off of the Beetles Shell, rendering any direct spells useless.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 1d6
Bash. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2d4, and if the creature is medium or smaller, than it must make a DC 20 Strength saving throw or be sent back a number of feet equal to how much the check is failed by +10ft, and will be knocked prone. If The creature collides with an objects, then it will take 1d4 damage plus the number of feet traveled
Hunker Down. The Great Stag Beetle can hunker itself into the ground, this will reduce its movement speed to 0 and becomes incapable of attack, this also gives it the following effects. Immune to force damage. Checks to push or move the Beetle are rolled with disadvantage, meanwhile the Beetles checks or saving throws are rolled with advantage to resist said attempts. It’s AC rises to 25, but attacks against it have advantage.
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