Armor Class
11
(natural armor)
Hit Points
1
(1d4 - 1)
Speed
10 ft.
STR
2
(-4)
DEX
11
(+0)
CON
8
(-1)
INT
1
(-5)
WIS
8
(-1)
CHA
2
(-4)
Senses
Blindsight 10 ft., Passive Perception 9
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
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.
nice
thats all the comments
If your party have detect danger ability and you don't want them to know which rooms are dangerous, just have a few scorpions hiding under rocks and Frodo's sword - or whatever - will be permanently glowing.
Why would we want to invalidate the choice to pick up detect danger? The point of getting skills like that is to be useful to the party not for the dm to find a work around
Well if you wanted to make a certain dungeon scarier this would be a fair tactic to employ. Don't do it all the time to invalidate the skill but instead to show them its a serious encounter?
Nice way to throw what would be an expected "minor" inconvenience in a desert setting, but at numbers (say like 2 or 3 per party member) to make it a slightly harder, but not dangerous encounter, to whittle some hps off, just before dropping something more dangerous...(say like a huge cousin of these regular sized scorpians).
"Scorpone's Time to use True Strike"
-A really dumb sorcerer one time