Large Elemental, Unaligned
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the scorpion remains motionless, it is indistinguishable from a crystal formation.

Illumination. The scorpion sheds dim light in a 10-foot radius.

Magic Resistance. The scorpion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The scorpion's weapon attacks are magical.

Actions

Multiattack. The scorpion makes two Claw attacks and one Sting attack.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.

Sting. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. The target must succeed on a DC 14 Constitution saving throw. On a failed save, the creature begins to turn to crystal and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Description

The Crystal Scorpion is a majestic and terrifying underground creature, its exoskeleton is formed of jagged, glowing crystal shards in shades of deep violet and icy blue. Its massive pincers and barbed tail shimmer with an eerie luminescence, giving it a mystical and ancient presence.

Habitat: Underdark

ThomasMHxDeaf

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