Tomb Scorpion (5e Creature)
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Tomb Scorpion
Huge construct, neutral Armor Class 18 (natural armor)
Saving Throws Str +11, Con +10, Wis +7 Immutable Form. The tomb scorpion is immune to any spell or effect that would alter its form. Magic Resistance. The tomb scorpion has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The tomb scorpion makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. A target hit by this attack is grappled (escape DC 18). The scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) piercing damage. The creature must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful one.
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Tomb scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, wood and fused bone. Burrowing beneath the surface of the desert, they attack suddenly and without warning, exploding into the fray in a shower of sand. They are lethal foes, for a tomb scorpion's tail carries a potent sting that can incapacitate the largest foes, and they have powerful pincers that can crush a man into bloody paste. As they scuttle forward on eight segmented legs, they hack apart anything in their path. Walking Sarcophagi. Tomb scorpions are carved and moulded into the representations of the giant, mythical scorpions that are said to guard the entrance to the Nehekharan Underworld. These fabled creatures are said to protect the realm of souls from the predations of dark demons who wish to feed upon the spirits of dead kings. Perhaps inspired by this myth, tomb scorpions also serve as sarcophagi, for the shell of each construct is formed around the cadaverous body of an ancient liche priest. |
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