Immature Night Scorpion

Immature Night Scorpion

Medium beast, unaligned
Armor 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.

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