Pack Tactics. The broodmother has advantage on an attack roll against a creature if at least one of the broodmother's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The broodmother can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Brood Guardian. The broodmother can sense the presence of its brood within 1 mile of itself. As a bonus action, it can command its brood (including summoned Giant Scorpions) to focus their attacks on a specific enemy within the lair. These brood creatures have advantage on attack rolls against the designated enemy until the start of the broodmother’s next turn.
Multiattack. The broodmother makes four attacks: two with its claws and two with its sting.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 15). The broodmother has two claws, each of which can grapple only one target.
Sting.
Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Brood Swarm (Recharge 5–6). The broodmother releases a swarm of tiny scorpions in a 20-foot radius centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain as the swarm of scorpions persists for 1 minute or until dispersed. A creature takes 7 (2d6) piercing damage if it ends its turn in the area. These tiny scorpions released in the process lack venom entirely, yet their stingers and claws hurt badly nonetheless. Furthermore, they perish after the time in question has passed.
Description
Scorpion broodmothers are massive, imposing creatures of huge size with exoskeletons consisting of a dark, chitinous carapace, ofttimes marked with jagged scars and covered in thick, overlapping plates that gleam with a sinister sheen.
A broodmother's body is supported by eight powerful, spiked legs, allowing it to move with surprising speed and agility. Each leg ends in a sharp claw capable of anchoring into surfaces, enabling it to climb walls and ceilings even despite the creature's huge size.
Most striking are the two long, curved stingers arching menacingly over such a scorpion's back. These twin stingers, dripping with venom, are capable of delivering deadly poison to any foe unfortunate enough to be struck. A broodmother's eyes, a cluster of multifaceted orbs, gleam with a cold, predatory intelligence as it surveys its surroundings, always on the hunt to protect its brood and territory.
Usually, scorpion broodmothers inhabit abandoned caves, mines and similar structures. Those lairs, however, are further constructed by the creature's brood, digging further compartments and tunnels which is why the initial room lies central to a broodmother's entire lair.
If there is not enough food left in the surroundings of a broodmother's lair, it oftentimes decides to eat its brood as this behavior not only satiates the voracious scorpion's appetite but also lowers the amount of food required to keep the entire hive alive.
The brood itself consists of a variety of small, common scorpions, though also some giant scorpions are present, in rare cases, broodmothers even give rise to giant scorpions with 2 to 3 stingers as well as other broodmothers, last of which are usually killed at once.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the broodmother can take a lair action to cause one of the following effects; the broodmother can't use the same effect two rounds in a row:
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Venomous Mists: Poisonous fumes fill a 20-foot-radius sphere centered on a point within the lair. The sphere spreads around corners, and its area is lightly obscured. Each creature in the area must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The mist lasts until initiative count 20 on the next round.
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Quicksand Trap: The ground in a 10-foot-square area centered on a point within 60 feet of the broodmother becomes quicksand. Creatures in that area must succeed on a DC 15 Dexterity saving throw or be restrained. A creature restrained by the quicksand can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. The quicksand returns to normal at the end of the next round.
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Brood Awakening: The Scorpion broodmother commands hidden scorpion eggs to hatch, summoning 1d4/2 Giant Scorpions to unoccupied spaces within 30 feet of her. The Giant Scorpions act on their own initiative count.
Regional Effects
The region containing the broodmother's lair is warped by its presence, which creates the following effects:
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Venomous Flora: Plants and fungi within 1 mile of the lair exude a mild toxin. Creatures that consume food or water sourced from this area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
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Quicksand Pockets: Small patches of quicksand are scattered within 1 mile of the lair. These patches are difficult to spot (DC 15 Wisdom (Perception) check) and can trap unwary travelers.
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