Large Monstrosity, Typically Neutral Evil
AC 16 Natural Armor    Initiative +3 (13)
HP 120 (16d10 + 32)
Speed 40 ft., Climb 20 ft., Walk 40 ft.
Mod Save
STR 19 +4 +10
DEX 13 +1 +6
CON 15 +2 +8
Mod Save
INT 6 −2 −2
WIS 12 +1 +4
CHA 5 −3 −3
Skills Perception +3, Stealth +5
Resistances Slashing from Nonmagical Attacks, Fire
Immunities Poisoned, Prone
Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 14
Languages Terran
CR 6 (XP 2,300; PB +3)
Traits

Burrower’s Ambush. While burrowed, the Arachar can sense movement through tremors in the ground. It has advantage on its first attack against a creature it surprises after emerging from the ground.

Chitinous Armor. The Arachar’s thick, crystalline exoskeleton ejects steam and heat when struck with a melee weapon attack. When a creature within 5 feet of it hits it with a melee attack, that creature takes 3 (1d6) fire damage

Actions

Multiattack. The Arachar makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) [bludgeoning] damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) [piercing] damage, and the target must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much on a successful save. 

Description

A colossal scorpion bred in the deepest deserts, the Arachar is a relentless predator that lurks beneath the sands until prey draws near. Its obsidian-like carapace glows faintly with inner heat, shrugging off blades and fire alike. When it bursts from below, sand billows around its jagged claws and venom-dripping stinger, striking with brutal speed. 

Habitat: Desert

Daneology

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