Tiny Construct, Unaligned
Armor Class 22 Natural Armor
Hit Points 99 (22d4 + 44)
Speed 50 ft., Climb 50 ft.
STR
12 (+1)
DEX
24 (+7)
CON
14 (+2)
INT
1 (-5)
WIS
18 (+4)
CHA
1 (-5)
Saving Throws STR +6, DEX +12, CON +7, WIS +9
Skills Acrobatics +12, Athletics +6, Perception +14, Stealth +12
Damage Resistances Fire, Lightning, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 60, Tremorsense 120 (blind beyond this radius), Passive Perception 24
Languages understands the languages of its creator but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Spider Climb.  The Assassin Scorpion can climb on walls and ceilings.

Evasion.  When the Assassin Scorpion succeeds on a Dexterity saving throw, it takes no damage rather than half.

Unusual Nature.  The Assassin Scorpion doesn’t require air, food, drink, or sleep.

Magic Weapons.  The Assassin Scorpion's weapon attacks are magical.

Actions

Multiattack.  The Assassin Scorpion makes three Sting attacks, it only deals poison and acid damage the first two times it hits each turn.

Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 20 (4d4+ 5) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 35 (10d6) poison damage and 35 (10d6) acid damage on a failure, and half as much on a success.

Description

A concealable scorpion-like construct, though it has no pincers.  They are often smuggled disguised as bracers or greaves.  They are often sent in pairs as automated assassins.  They must be delivered near to their target, as both their speed and detection abilities are limited.

ThePowersMattBe

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