Night Scorpion

Night Scorpion

Large beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 40 ft.
  • STR
    15 (+2)
  • DEX
    14 (+2)
  • CON
    14 (+2)
  • INT
    1 (-5)
  • WIS
    9 (-1)
  • CHA
    3 (-4)
  • Senses blindsight 60 ft., passive Perception 9
  • Languages -
  • Challenge 3 (700 XP)

Actions

  • Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.