| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Pack Tactics. The scorpion has Advantage on an attack roll against a creature if at least one of the scorpion's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
The Aberrant Scorpion has two attacks: 1 claw, 1 Sting (if available), or 2 claws.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition.
Debilitating Sting (Recharge 5–6). Melee Attack Roll +6, reach 15 ft. Hit: 18 (4d8). Constitution Saving Throw: DC 12, or (4d8) Poison damage. Success: No damage.
Description
Aberrant Scorpions are carrion eaters and pack hunters. When hunting the weak, they are relentlessly strong, but come from a places where they are not even close to the apex predator, so they also know when to run.
They are black-and-rust, with a hard chitin shell. They are terrifyingly fast, with quick twitch reflexes as well. They have shielded hooded eyes not only in their head, but along their shell. They are nearly impossible to surprise: they have advantage on Wisdom (Perception) checks.
Wordless Communication: Aberrant Scorpions speak no known languages, and cannot be communicated with any language, including telepathy, tongues, speak with animals, or comprehend languages. And yet: they communicate and coordinate, attacking, fleeing, maneuvering in closely aligned ways.
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