Immature Night Scorpion
Medium beast, unalignedArmor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 13 (+1) | 1 (–5) | 9 (–1) | 3 (–4) |
Senses blindsight 60 ft., passive Perception 9
Languages —
Challenge 2 (450 XP)
Actions
Multiattack. The scorpion makes two attacks: one with its claws and one with its stinger.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.
Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target takes 3 (1d6) poison damage and is blinded for 1d3 hours. A successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned in this way. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.