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 3 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 immunity to damage from spells of 3rd level or lower.
Spellcasting. The abyssal scorpion queen is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The queen has the following wizard spells prepared:
Cantrips (at will): fire bolt, acid splash, poison spray, mage hand
1st level (4 slots): shield, ice dagger, mage armor, magic missile
2nd level (3 slots): ray of enfeeblement, aganazzar's scorcher
3rd level (3 slots): fireball, fly, animate dead
4th level (3 slots): greater invisibility, blight
5th level (1 slot): cone of cold
Multiattack. The scorpion makes five attacks: four with its claws and one with its sting. It can use its teleport in place of two claw attacks or one sting attack. If it has a creature grappled it cn use its brood injector attack in place of its sting. If it can, it uses it's acid spray.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 20). The scorpion has four claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 19 (2d12 + 7) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 26 (4d12) poison damage plus 26 (4d12) 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.
Teleport. The abyssal scorpion magically teleports up to 120 feet to an unoccupied space it can see.
Brood Injection. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature.Hit: 12 (2d4 + 7) piercing damage plus 10 (4d4) acid damage and the target must succeed on a DC 16 Constitution saving throw or be infected with a disease - a minuscule scorpion egg. A humanoid host can carry only one scorpion egg at a time. Over four weeks, the egg gestates, and forms an abyssal scorpion. After the egg is hatched, the host starts to feel unwell, its speed is halved, it has disadvantage on attack rolls, ability checks, and saving throws, and has its hit point maximum reduced by 8d10 every minute, as the scorpion chews its way through vital organs until the host is dead. If the disease is cured before the egg hatches, the unborn scorpion is disintegrated. Fiends, oozes, and undead are immune to the disease. When the target is dead an abyssal scorpion hatchling comes out of its chest and tries to escape, usually by killing everything nearby.
Enslave (3/Day). The abyssal scorpion queen targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the abyssal scorpion queen until the scorpion dies or until it is on a different plane of existence from the target. The charmed target is under the abyssal scorpion queen's control and can't take reactions, and the abyssal scorpion and the target can communicate telepathically with each other over any distance. The target is compelled to find its way to the queens lair and be injected with an egg.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the abyssal scorpion queen.
Acid Spray (Recharge 5-6). The scorpion spits acid in a line that is 90 feet long and 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 70 (20d6) acid damage on a failed save, or half as much damage on a successful one.
The abyssal scorpion queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal scorpion queen regains spent legendary actions at the start of its turn.
Claw attack. The abyssal scorpion queen makes one attack with its claws
Sting attack (costs two actions) The abyssal scorpion queen makes one attack with its sting.
Enslave (costs two actions) The abyssal scorpion queen uses its enslave.
Lair and Lair Actions
An abyssal scorpion queen's lair.
Unless it is traveling to another region which might provide better hunting grounds, an abyssal scorpion queen will usually create a lair within a cave with the rest of it's pack. While in its lair, an abyssal scorpion queen has access to lair actions. An abyssal scorpion queen encountered in its lair has a challenge rating of 15 (13,000 XP)
Lair Actions. On initiative count 20 (losing initiative ties), the abyssal scorpion queen takes a lair action to create one of the following effects, though it can’t use the same effect two rounds in a row:
Brood. An abyssal scorpion hatchling bursts forth from an incapacitated humanoid host appearing in an empty space within 100 feet of the abyssal scorpion queen.
Conjure giant scorpion. The abyssal scorpion queen conjures forth 1d2 giant scorpions, which appear in empty spaces within 60 feet of the abyssal scorpion queen.
Previous Versions
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Woah! This so so cool, I was looking for inspiration for my own scorpion boss and this has definitely helped. Although I must say that it is very powerful for a CR 14 creature, perhaps you should increase it to something like 15 or 16.