Huge Beast, Unaligned
AC 18 natural    Initiative +2 (12)
HP 260 (18d20 + 72)
Speed 30 ft., Burrow 30 ft., Swim 20 ft.
Mod Save
STR 20 +5 +9
DEX 14 +2 +2
CON 18 +4 +8
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 3 −4 −4
Skills Stealth +10
Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Blinded, Poisoned, Prone, Stunned
Senses Blindsight 60 ft., Tremorsense 60; Passive Perception 9
Languages None
CR 9 (XP 5,000; PB +4)
Traits

Amphibious. Siren can breathe air and water.

Actions

Multiattack. The scorpion makes Three attacks. 2 with its claws and 1 with its stinger

Claw. Melee Attack Roll: +10, reach 5 ft. Hit: 6 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.

Sting. Melee Attack Roll: +10, reach 5 ft. Hit: 7 (2d12 + 6) Piercing damage plus 13 (4d6) Con Saving Throw: DC 15 poison damage or have the poison condition and take full poison damage, on a successful save this poison damage is halved. this attack can only be used against something that the Abyssal scorpion has grappled.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, The Abyssal Scorpion can expend a use to take one of the following actions. The Abyssal Scorpion regains all expended uses at the start of each of its turns.

Burrow (costs 1): the Abyssal Scorpion burrows up to its speed.

Savage Claw (costs 1): The Abyssal Scorpion makes one claw attack.

Prepare ambush (costs 2): The Abyssal Scorpion uses half its movement and attempt's to stealth, preparing to appear again and ambush any creatures. 

 

Habitat: Underwater

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