Shapechanger. The Scorpion King can use its action to polymorph into a giant scorpion, or back into its original form with a successful Wisdom saving throw (DC 15). Its current health points are the same in each form. Any equipment it is wearing or carrying isn’t transformed, but grows or shrinks in size to fit properly. If the Scorpion King is reduced to zero HP, they revert to their original form.
Innate Spellcasting. The Scorpion King's innate spellcasting ability is Charisma. The Scorpion King can innately cast the following spells, requiring no material components:
At will: animal friendship (scorpions only)
3/day: suggestion
1/day: fear
Magic Resistance. The Scorpion King has advantage on saving throws against spells and other magical effects.
Book Lungs. The Scorpion King can hold its breath for up to 48 hours
Inherited Curse. When a creature reduces the Scorpion King to zero HP or consumes part of the Scorpion King's corpse, they must make a Wisdom saving throw (DC 18) or take on the curse. From that moment on the creature is the new Scorpion King, and anytime they take damage, they must succeed on a Wisdom saving throw (DC 15) or immediately transform into their Scorpion King form. The Scorpion King loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies for one minute. If more than one enemy is within melee range, the Scorpion King must roll to decide which creature to attack. At the end of each turn, and each time the Scorpion King takes damage, it can repeat the saving throw, ending its confusion and regaining the ability to revert to its true form on a success.
Multiattack (Scorpion King Form Only). The Scorpion King makes two ranged attacks or three melee attacks but can use its claw and tail attacks only once each.
Stinging Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Crushing Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Scorpion King can’t constrict another target.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.
Tear Asunder. If the Scorpion King is grappling a creature, it can use a bonus action to attempt to tear its prey asunder. The Scorpion King makes an athletics check contested by a Constitution saving throw from the target. If the target loses the contest, it takes 2d10 slashing damage and falls to the ground prone. If this damage reduces the creature to zero HP, they also lose one limb.
Summon Reinforcements (3/day). The Scorpion King can summon a number of swarm of scorpions equal to its Charisma modifier. The swarms act directly after the Scorpion King and follow its orders (no action required)
Paralyzing Defense. When a creature comes within 10 feet of the Scorpion King, it can attempt to strike the creature with its stinger. The creature must succeed on a Dexterity saving throw (DC 16) or take 3d6 poison damage and be paralyzed until the end of the Scorpion King's next turn. On a success, the creature takes half damage and is not paralyzed.
Previous Versions
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1/5/2025 12:48:41 AM
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Coming Soon
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