| 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 |
Amphibious. Siren can breathe air and water.
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 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.
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