Spider Climb. The scorpion can climb difficult surfaces without needing to make an ability check.
Siege Monster. The Behemoth Scorpion deals double damage to buildings and structures.
Multiattack. The scorpion makes three attacks: one with its bite, one with its claws and one with its sting.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Fling. A smaller creature than the Behemoth Scorpion must make an opposed athletics check against the Behemoth Scorpion. On a failure the target is thrown up to 60ft in a direction of the scorpions choice and knocked prone. If a throw target is a creature and strikes a solid surface, it takes (1d6) bludgeoning damage for every 10ft it was thrown. If the target is throw at another creature, it must succeed a DC17 dexterity saving throw or take the same damage and be knocked prone.
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