Crystal Carapace. When this monster falls below 50% HP (82) it loses its Immunity to slashing and piercing damage and becomes vulnerable to them and becomes Immune to bludgeoning damage.
Refractive Prism. If the Akura Vashimu is hit with radiant damage all targets within 20 ft. are blinded until after their next turn.
Sand Trap. If the Akura Vashimu burrows 20 ft. or more straight toward a target and hits it with a tail strike attack on the same turn, the target takes an extra 6 (3d4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Multiattack. The Akura Vishmu can make three claw attacks or two tail strikes each turn.
Claw. Melee Weapon Attack. +11 to hit, range 5 ft. Hit: 13 (2d8+4) bludgeoning damage
Tail Strike. Melee Weapon Attack. +11 to hit, range 10 ft. Hit: 9 (2d6+3) piercing damage, the target must make a DC 15 constitution saving throw or become paralyzed until after their next turn.
Pounce. The Akura Vashimu jumps 20 ft. towards a target causing them to make a DC 18 dexterity check or take 17 (3d8+2) bludgeoning damage and knocking them prone.
Defensive/Offensive Stance. (Recharge 6) (The Akura Vashimu always is found initially in it's defensive stance.) The Akura Vashimu can switch between the two stances, while it is in defensive stance it gains +2 AC and can use it's reaction (lure strike) in it's offensive stance it can preform and additional tail strike or claw and gains +10 ft. of speed, when this skill is off cooldown it must be used and is considered on cooldown when it is first engaged.
Chittering Madness. (2/day) The Akura Vashimu unleashes a horrid cacophony of shrieks and screeches that deals 20 (3d10+4) thunder damage and enrages all targets within 20 ft. of the Akura Vashimu forcing them to move to and melee attack the creature closest to them for the next five turns. Each turn an enraged target can make a DC 15 intellegence saving throw to recover from the condition. Chittering Madness' damage can be reduced by half by making a DC 17 constitution saving throw.
Lure Strike. The Akura Vashimu can make an attack of opportunity on a target within 5 ft. if it chooses to disengage with it's tail strike attack. The constitution saving throw for the move is increased to 17 if struck in this way.
Description
Akura Vashimu is a scorpion-like Carapaceon. The Akura Vashimu has blue-purple crystals growing on its claws, back, and tail tip. It has a huge geode mineral on its tail tip. The Akura rests and hides underground, protruding its large mineral tail tip on the surface. If it is aware of nearby enemies, its tail breaks out of the sand and swings around violently, hurting anything nearby. It is possible to temporarily break the tail crystal, but the geode will quickly grow back. Its attack pattern depends on the color of its blood (grey, red, green, blue).
Akura Vashimu's diet is mostly unknown but it is known to ambush Jaggi possibly for food. To prevent hunters from carving its tail, Akura Vashimu will rather eat its own tail, and recover stamina for itself. Akura Vashimu gather in the desert to breed causing outbreaks in their population.
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