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Varkhai Scorpion Legion Captain

Varkhai Scorpion Legion Captain

Medium humanoid (yuan-ti pureblood), lawful evil

Scorpion Captains are veteran Yuan-ti officers who command the Varkhai Legions. They direct formations, exploit weaknesses, and maintain discipline from the center of the battlefield. Their ornate armor and golden scorpion insignia mark them as experienced servants of the Varkhai throne.

Armor Class 18 (black scale armor, shield)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR
18
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
12
(+1)
WIS
14
(+2)
CHA
14
(+2)
Saving Throws Str +7, Con +7, Wis +5
Skills Athletics +7, Intimidation +5, Perception +5
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 4 (1,100 XP)

Serpentine Blood. The captain has advantage on saving throws against spells and other magical effects that would cause him to be poisoned.

Scorpion Formation. While the captain is within 5 feet of at least two allied Varkhai, he has advantage on saving throws against being frightened, knocked prone, or forcibly moved.

Commander of the Legion. Allied Varkhai within 30 feet of the captain have advantage on saving throws against being frightened.

Tactical Command. As a bonus action, the captain chooses one allied creature within 30 feet that can hear him. That creature can immediately move up to half its speed without provoking opportunity attacks.

Actions

Multiattack. The captain makes two attacks with his scimitar or spear.

Varkhai Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) if used with two hands.

Venom Strike (Recharge 5–6). The captain coats his weapon with concentrated Varkhai venom. The next creature he hits with a weapon attack takes an additional 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or become poisoned until the end of its next turn.

Reactions

Shield Guard. When a creature within 5 feet of the captain is hit by an attack, the captain imposes disadvantage on that attack roll.

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