AC
16
Natural Armor
Initiative
+1 (11)
HP
27
(5d8 + 5)
Speed
30 ft., Fly 15 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Resistances
Cold, Radiant
Senses
Passive Perception 9
Languages
None Can understand the summoner
CR
1 (XP 200; PB +2)
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 4 (1d6+1) cold damage, and the target is grappled (escape DC 10). Scorpio has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) cold damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d8) poison damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Tide. A 5ft emanation blasts from Scorpio. Creatures hit by the emanation must roll a STR save or become prone.
Description
A glassy scorpion, cascading with clear water, with eyes bright as stars.
Comments