Siege Monster. The Water Sting deals double damage to objects and structures.
Long Legs. The Sting is able to move over large or smaller creature's or object's spaces as if it was normal terrain, this functions for non-magical difficult terrain as well.
Shock Absorption. The Sting takes no damage from falls of a distance under 1000 ft.
Freeze. If the Sting takes cold damage, it partially freezes; its speed is reduced by 50 feet until the end of its next turn.
Amphibious. The Sting can breathe air and water.
Rapid Movement. The Water Sting can do one attack with no time to dodge, or can move twice as far in one move.
Multi-Attack. When the Sting attacks with a claw or stinger, it can also simultaneously attack different targets or the same target with its stinger and/or claws.
Sting. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 10 piercing damage, and the target must make a DC 9 Constitution saving throw, taking __ (1d20) poison damage on a failed save, or half as much damage on a successful one.
Right Claw Snap. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: __ (1d20 + 10) bludgeoning damage. The target or targets may make a DC 25 dexterity saving throw to escape the claw.
Left Claw Snap. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: __ (1d20 + 10) bludgeoning damage. The target or targets may make a DC 25 dexterity saving throw to escape the claw.
Water Blast. The Sting exhales a 30-foot cone of water. Each creature in that area must make a DC 25 Dexterity saving throw, or be pushed 50 feet from the sting, taking __ (1d20) force damage.
Description
Huge, dark blue-green scorpion.
Previous Versions
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