Earthquake. The scorpion vibrates his stinger and sticks it into the ground. The vibration causes an earthquake. Everyone within 60ft of the scorpion has to make a Dexterity saving throw or get knocked prone and takes 2d6+5 bludgeoning damage.
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting Or two with its sting
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 24 (3d12) poison damage on a failed save, or half as much damage on a successful one.
The Ancient Scorpion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Sting Attack. The Ancient Scorpion makes a sting attack.
Detect. The Ancient Scorpion makes a Wisdom (Perception) check.
Unstoppable Movement. (costs 2 Legendary actions) The Ancient Scorpion moves 40ft without causing opportunity attacks
Description
There is only one Ancient Scorpion every year and a Giant Scorpion grows and becomes an Ancient Scorpion, the two Ancient Scorpions fight for supremacy and the rest of the time the Ancient Scorpion slumbers and kills and adventurers brave enough to challenge it.
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