Imy-Ut Ushabti

Imy-Ut Ushabti

Medium monstrosity, neutral
  • Armor Class 15 (chain shirt)
  • Hit Points 97 (15d8+30)
  • Speed 30 ft.
  • STR
    17 (+3)
  • DEX
    14 (+2)
  • CON
    15 (+2)
  • INT
    6 (-2)
  • WIS
    10 (+0)
  • CHA
    5 (-3)
  • Saving Throws Wis +2
  • Damage Resistances bludgeoning
  • Condition Immunities exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common (Ancient Nurian)
  • Challenge 3 (700 XP)
  • Regeneration. The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point.
  • Rent wrappings. A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect.

Actions

  • Ceremonial Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Vomit Swarm (1/Day). The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:
  • Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.