Magic Remnants. These pernicious constructs form from the leavings from magic mirror making or from the pieces of broken mirrors. This magic runs through them and protects them from many forms of magical attack.
Maddening Chemicals. The toxic magical chemicals used in magic mirrors infuse the shard beetle, causing their bite to poison their prey with madness inducing chemicals.
Construct Nature. A shard beetle doesn’t require air, food, drink, or sleep.
Tiny construct, unaligned
Armor Class: 13 (natural armor)
Hit Points: 21 (6d8-6)
Speed: 30 ft.
|8 (-1)||14 (+2)||8 (-1)||6 (-2)||11 (+0)||4 (-3)|
Damage Resistances: cold, fire
Damage Vulnerabilities: bludgeoning, thunder
Damage Immunities: lightning, poison, psychic, radiant
Condition Immunities: charmed, exhuastion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Challenge: 1/2 (100 XP)
Reflective. When the shard beetle is hit by an attack that deals cold, fire, lightning, or radiant damage, the damage resisted (half in the case of cold and fire damage and all in the case of lightning and radiant damage) is deflected in a random direction, hitting the first thing in its path within 20 feet. The target can make a DC 12 Dexterity saving throw to avoid the damage.
Mercurial Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and the target must succeed on a DC 9 Constitution saving throw or suffer an effect from the Short Term Madness table (DMG pg 259).
These things were all over Odsev, along with some larger cousins, but with the level of the party and so much else going on, they didn’t end up being much of a threat.