• Hellfire Chains: Scorpion can summon spectral chains to grapple a creature within 30 feet. The target must succeed on a DC 17 Dexterity saving throw or be restrained. As an action, Scorpion can deal 4d6 fire damage to the restrained target. The target can repeat the saving throw at the end of each of its turns, breaking free on a success.
• Teleportation: As a bonus action, Scorpion can magically teleport to an unoccupied space it can see within 60 feet.
• Fire Manipulation: Scorpion's melee weapon attacks deal an additional 2d6 fire damage.
• Multiattack: Scorpion makes two attacks: one with his katana and one with his kunai.
• Katana: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 5) slashing damage plus 2d6 fire damage.
• Kunai: Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 2d6 fire damage.
Get Over Here!: When a creature within 60 feet of Scorpion makes a ranged attack against him, he can use his reaction to magically pull the creature to him. The creature must succeed on a DC 17 Strength saving throw or be moved to an unoccupied space within 5 feet of Scorpion.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Scorpion's appearance is that of a fearsome ninja specter. He is clad in a black, yellow, and sometimes red ninja outfit, representing his association with the Shirai Ryu clan. His face is hidden behind a skull-like mask, with glowing eyes that burn with hellfire. His head is often adorned with a hood or a cloth covering, adding to his mysterious and menacing look.
One of Scorpion's most distinguishing features is his weapon of choice, a kunai attached to a long chain that he uses as a spear-like weapon. He can launch this spear to impale his enemies and pull them towards him, setting up powerful combos.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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