Large Monstrosity, Unaligned
AC 17 (natural armor)    Initiative +4 (14)
HP 94 (11d10 + 33)
Speed 20 ft., fly 60 ft. (hover)
Mod Save
STR 12 +1 +1
DEX 18 +4 +7
CON 16 +3 +6
Mod Save
INT 8 -1 -1
WIS 17 +3 +3
CHA 6 -2 -2
Resistances Acid, Thunder
Immunities Poison; Poisoned, Prone
Senses Blindsight 60 ft., Passive Perception 11
Languages --
CR 7 (XP 2,900; PB +3)
Traits

Flyby. The hornet does not provoke Opportunity Attacks when it flies out of an enemy’s reach.

Magic Resistance. The hornet has Advantage on saving throws against spells and other magical effects.

Venomous. Whenever the hornet deals damage to a creature, that creature must make a Constitution saving throw (DC 14) or become Poisoned for 1 minute. While Poisoned in this way, the creature cannot regain Hit Points. A creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.

Actions

Multiattack. The hornet may use its Claw attack or Consume ability and then make one attack with Sting or Needle Spray.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Bludgeoning damage.

Consume Carrion. The hornet consumes a corpse within 5 feet of it that has been dead no more than 1 hour to regain 11 ((2d10)) Hit Points.

Needle Spray. The hornet sprays needles in a 30-foot cone. Creatures in the area make a Dexterity saving throw (DC 13) or take 14 (4d6) Poison damage or half as much on a success.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d10) Poison damage and the target must make a DC 13 Constitution saving throw or become Paralyzed until the start of the hornet’s next turn.

Description

Harlequin Scorpions are larger than traditional scorpions and known for their distinctive harlequin pattern. These freakish little imbeciles are quite weak and driven almost exclusively by carnivorous hunger. Battle triggers a unique defense mechanism that rapidly accelerates their maturation, often surprising and overwhelming their opponents. They typically travel in large packs, cannibalizing the dead to accelerate their growth. They will always prioritize consuming flesh over attacking.

After a few rounds of combat, the scorpions begin their metamorphosis by spinning a chrysalis from meat, blood, and silk. Their defensive capabilities skyrocket at the cost of speed—all of it. While locked in place, they are far from defenseless—the chrysalis is covered in tiny, poisonous spines that they can shoot at nearby foes. The perceived helplessness is yet another trick to lure foes in or reduce their vigilance while they rapidly transform, absorbing those who fall to further speed up their development.

Their final form is where the true danger lies as Harlequin Hornets possess deadly poison, razor-sharp pincers, and a powerful stinger. Their hide is resistant to magic and their powerful hunger allows for rapid regeneration. Perhaps the most dangerous aspect is the speed granted by their wings, allowing them to catch up with adventurers foolish enough to let them reach their final form and made worse by their paralytic sting.

These monsters are best avoided—at best, you massacre a bunch of helpless bugs and at worst, a total party kill by CR 1/2 creatures. Adventurers who do confront them should remember two rules—burn the bodies and let none escape. Smart adventurers flee from the scorpions, while foolish ones wait until the chyrsalis stage and often find themselves overrun by the speedy hornets. Harlequins can complete a metamorphosis outside of combat, the process is much lengthier and the resulting hornets tend to operate in much smaller groups. Only the hornets can reproduce, leading many to travel alone in search of a mate.

Monster Tags: monstrosity

Habitat: DesertUnderdarkUrban

Treasure:  None

Razmus

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