Scorpions
Most scorpions are too small to be of much bother (singly); their larger cousins, or large swarms of them, however, can present a bit of a problem.
Jump to: Scorpion | Giant Scorpion
Scorpion
(No description given)
Environment
Desert
Token
Scorpion
Tiny beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 − 1)
- Speed 10 ft.
STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)
- Proficiency Bonus +0
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills
- Senses blindsight 10 ft.,passive Perception 9
- Languages —
- Challenge 0
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Giant Scorpion
Giant scorpions are not native to most parts of Azgaarnoth, notable exceptions being certain parts of the northernmost Al'Uma grasslands.
Environment
Desert
Token
Giant Scorpion
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)
- Proficiency Bonus +0
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills
- Senses blindsight 60 ft.,passive Perception 9
- Languages —
- Challenge 3
Actions
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.