Scorpion King

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Scorpion King

Scorpion King

Huge monstrosity, chaotic evil

Armor Class 16 (Natural Armor)
Hit Points 115 (11d12 + 44)
Speed 40ft.
STR
19
(+4)
DEX
11
(+0)
CON
18
(+4)
INT
10
(+0)
WIS
10
(+0)
CHA
4
(-3)
Skills Intimidation+3, Perception +5, Stealth+7
Damage Resistances Fire
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses passive Perception 10
Languages Common
Challenge 8 (3,900 XP)

Insect Climb. The Scorpion King can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

Actions

Multiattack. The Scorpion King makes 3 attacks: two with its pincers and one with its sting.

Pincers. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Tail. Melee Weapon Attack: +[bonus] to hit, reach 10 ft., one target. Hit: [avg] ([NdM + W]) bludgeoning damage.

Sting. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 15 (2d10 +4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.