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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. \pagebreakNum ___ > ## 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.