Crystal Adaptation. At the start of each of its turns, the scorpion chooses acid, cold, fire, lightning, or thunder damage. It gains resistance to that damage type until the start of its next turn.
Crystalline Shell. Three armor plates can be targeted individually: left, right, and central core. Each has AC 19 and 25 HP, is immune to poison and psychic damage, and is vulnerable to bludgeoning damage. Destroyed plates grant these effects:
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Left plate: The scorpion loses its resistance to nonmagical bludgeoning damage.
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Right plate: The scorpion loses its resistance to nonmagical piercing and slashing damage.
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Core plate: Its AC drops to 16, and its core is exposed.
Exposed Core. When the core plate breaks, attacks specifically targeting the exposed core deal double damage. At the start of each of the scorpion's turns, creatures within 10 feet of it must make a DC 17 Dexterity save, taking 7 (2d6) force damage on a failure, or half on a success.
Multiattack. The scorpion makes two Claw attacks and one Stinger attack.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 18) if Large or smaller. The scorpion can grapple up to two creatures.
Stinger. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 18 (4d8) poison damage. The target must succeed on a DC 17 Constitution save or be poisoned until the end of its next turn.
Prismatic Shard Burst (Recharge 5–6). The scorpion launches crystals at a point within 60 feet. Creatures in a 20-foot-radius sphere make a DC 17 Dexterity save, taking 27 (6d8) piercing damage on a failure, or half on a success. The area becomes difficult terrain until the end of the scorpion's next turn.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The scorpion can take 3 legendary actions per round, one at a time, at the end of another creature's turn. It regains them at the start of its turn.
Skitter (1 Action). The scorpion moves up to half its speed without provoking opportunity attacks.
Crystal Adaptation (1 Action). The scorpion changes its Crystal Adaptation resistance to another listed damage type. The new resistance lasts until the start of its next turn.
Crushing Pincer (2 Actions). The scorpion makes one Claw attack.
Shattering Pulse (2 Actions). Each creature within 10 feet must succeed on a DC 17 Strength save or take 9 (2d8) bludgeoning damage and be pushed 10 feet away.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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