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Scorpionfolk A5E

CR 3 monstrosity

Large monstrosity, chaotic evil


Armor Class
15
Hit Points
52 (7d10+14)
Speed
40 ft.

STR14 (+2)
DEX12 (+1)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Perception +2, Stealth +3, Survival +2
Senses
passive Perception 12
Languages
Common, Scorpionfolk
Challenge
3 (700 XP) · Proficiency Bonus +2

Actions

Claw.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpionfolk can't attack a different target with its claws.

Javelin.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Sting.

Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details