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Gilded Scorpion

Large Construct, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 3 (−4) 10 (+0) 5 (−3)

  • Saving Throws Con +9, Dex +6, Wis +4
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Magic Resistance.

The Gilded Scorpion has advantage on saving throws against spells and other magical effects.

Immutable Form.

The Gilded Scorpion is immune to any spell or effect that would alter its form.

Reflective Carapace (Recharge 5–6).

If the Gilded Scorpion is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 5 or 6, the Gilded Scorpion reflects the spell back at the caster as though it originated from the scorpion, turning the caster into the target.

Actions

Multiattack. The Gilded Scorpion makes two Claw attacks and one Tail Beam attack.


Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 16). The scorpion has two claws, each of which can grapple only one target.

Tail Beam. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Roll a d6 to determine the effect:

1–2. Force Beam. The target takes 36 (8d8) force damage and must succeed on a DC 17 Strength saving throw or be knocked prone.

3–4. Antimagic Beam. The target must succeed on a DC 17 Constitution saving throw or be affected as if by an Antimagic Field until the end of the Gilded Scorpion’s next turn. Magical effects on the target are suppressed, and it cannot cast spells.

5–6. Gilding Beam. The target must succeed on a DC 17 Constitution saving throw or begin to turn to gold. On a failure, the target is restrained. At the end of its next turn, it must repeat the saving throw. On a second failure, it is petrified and turned into a golden statue. A creature petrified this way can be restored by greater restoration, remove curse, or wish. Objects hit with this beam are instantly turned to gold as long as they are no grater than 10 ft. in any dimension.

Gold Consumption (Recharge 5–6).
The Gilded Scorpion consumes a golden (petrified) creature or object within 5 feet. The consumed object is destroyed. If a creature is consumed, it dies instantly.
One round later, the Gilded Scorpion spawns 1d2 Gilded Scorpion Swarms, which crawl out from its body and act on the following initiative count. These swarms obey the Gilded Scorpion and attack the nearest non-construct creature.


Legendary Actions

The Gilded Scorpion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Gilded Scorpion regains spent legendary actions at the start of its turn.

Detect. The Gilded Scorpion makes a Wisdom (Perception) check.

Claw Attack. The Gilded Scorpion makes one Claw attack.

Tail Beam (Costs 2 Actions). The Gilded Scorpion uses Tail Beam.


Gilded Scorpion Swarm

Medium swarm of Tiny constructs, unaligned


  • Armor Class 15 (metallic shell)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 1 (−5) 10 (+0) 3 (−4)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Swarm.

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.

Cling to Gold.

The swarm has advantage on attack rolls against creatures that are petrified, or carrying golden weapons, armor, jewlery, ect.


Actions

Swarming Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space.
Hit: 17 (4d6 + 3) piercing damage, or 8 (2d6 + 3) piercing damage if the swarm has half of its hit points or fewer.

 

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