Giant Water Scorpion
Large Beast unaligned
- Armor Class: 14 (natural armor)
- Hit Points: 93 (11d10+33)
- Speed: swim 30 ft. walk 20 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Tome of Beasts 2, page 393
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
12 (+1) |
16 (+3) |
1 (-5) |
10 (+0) |
3 (-4) |
- Skills: stealth +3
- Senses: darkvision 60 ft., blindsight 60 ft., passive Perception 10
- Languages: —
Special Abilities
- Hold Breath: The scorpion can hold its breath for 1 hour. If it is within 15 feet of the water's surface, it can use its tail as a breathing tube and doesn't need to hold its breath.
- Poison Injection: When the scorpion hits with a proboscis attack against a grappled, paralyzed, restrained, or stunned creature, it deals an extra 10 (3d6) poison damage.
- Underwater Camouflage: The scorpion has advantage on Dexterity (Stealth) checks made to hide while underwater.
Actions
- Multiattack: The giant water scorpion makes two claw attacks. If it is grappling a creature, it can use its proboscis once.
- Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
- Claws: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scorpion doesn't have another creature grappled.
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