Reflective Carapace. Any time the abyssal scorpion is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 4 to 5, the abyssal scorpion is unaffected. On a 6, the abyssal scorpion is unaffected, and the effect is reflected back at the caster as though it originated from the abyssal scorpion, turning the caster into the target.
Superior Magic Resistance. The abyssal scorpion has advantage on saving throws against spells and other magical effects. In addition the abyssal scorpion has resistance to damage from spells of 3rd level or lower.
Multiattack. The scorpion makes five attacks: four with its claws and one with its sting. It then uses acid spray if it can.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 12). The scorpion has four claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (1d12 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage plus 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save the target cannot cast spells or use magic items until the end of its next turn.
Acid Spray (Recharge 6). The scorpion spits acid in a line that is 30 feet long and 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save, or half as much damage on a successful one.
Teleport. The abyssal scorpion magically teleports up to 120 feet to an unoccupied space it can see.
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