Medium Beast, Unaligned
AC 16    Initiative +2 (12)
HP 54 (7d10 + 16)
Speed 30 ft., Burrow 20 ft.
Mod Save
STR 16 +3 +3
DEX 15 +2 +5
CON 16 +3 +3
Mod Save
INT 3 −4 −4
WIS 10 +0 +0
CHA 3 −4 −4
Immunities Poison; Poisoned
Senses Blindsight 60 ft., Tremorsense 30ft; Passive Perception 9
Languages None
CR 5 (XP 1,800; PB +3)
Traits

Pack Tactics. When two or more Argoth Scorpions are within 30ft of each other they all gain a bonus +2 to AC, as well as a bonus +1 to attack and damage rolls. 

Potent Venom. saves against becoming poisoned by an Argoth Scorpion are at disadvantage. Poison damage dealt by Argoth Scorpions make immunity to poison resistance instead, and removes resistance to poison if the target is not immune but is resistant.

Actions

Multiattack. The scorpion makes two Claw attacks and one Sting attack or Venom Shot attack. It can replace one claw attack with a second Sting attack or Venom Shot attack.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 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: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage.

Venomous Shot. Ranged Attack Roll: +6, range 15/60 ft. Hit: 8 (1d8 + 4) Piercing damage plus 12 (2d12) Poison damage.

Reactions

Hasty Burrow. When targeted by a ranged spell or weapon attack, the Argoth Scorpion can use its reaction to burrow 10ft underground, reducing the incoming attack's to hit by 1d12, possibly causing the attack to miss.

Description

Argoth Scorpions are special in the fact that they can shoot venom out of their stingers. These scorpions tend to travel in colonies instead of being alone. The males are normally the hunters whilst females guard the young.

Habitat: Desert

Treasure:  Individual

D_M_Baelfire

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