Empale and Envenom. If the Aqrabuamelu moves at least 30 feet straight toward a target, it may attempt a single attack: an Empaling strike with its stinger. The Aqrabuamelu strikes with advantage on the attack, and if it hits it with the Sting attack, the target takes an extra 16 (5d6) piercing damage and must make a DC14 Constitution saving throw or be poisoned for 1 hour. On a failed save the target takes 12 (4d6) poison damage, or half that amount on a successful save.
If the poison damage reduces the target to 0 hit points, the target becomes stable, and is paralyzed for 1 hour, even after regaining hit points.
Multiattack. The aqrabuamelu makes up to three attacks: two with its claws and one with its sting or two with its longbow.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6(1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The aqrabuamelu has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7(1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
The Aqrabuamelu (ዐቅረብ) [ACK-ra-BA-mel-lu] have the body of a giant scorpion topped with a humanoid torso, head, and arms. It is said they were formed from drops of Tiamat's blood during her war with the younger Gods. Reclusive hunters, they fight fiercely when cornered.
Legend says they now stand guard outside the gates of the sun god Shamash at the mountains of Mashu. These gates give entrance to Kurnugi, the land of darkness. The scorpion men open the doors for Shamash, as he travels out each day, and close the doors after him when he returns to the underworld at night. They also warn travellers of the danger that lies beyond their post.
Curiously, they glow a vibrant blue-green when exposed to certain types of ultraviolet light. As a result, the duration of spells or effects like Faerie Fire are doubled.
Previous Versions
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