Pot Scorpion (5e Creature)

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Pot Scorpion[edit]

Large fiend (heartless, shapechanger), chaotic evil


Armor Class 20 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 60 ft., climb 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 4 (-3) 14 (+2) 20 (+5)

Saving Throws Str +9, Dex +11, Con +11
Skills Acrobatics +11, Athletics +9, Perception +8, Stealth +11
Proficiency Bonus +6
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Abyssal
Challenge 19 (22,000 XP)


Shapechanger. The pot scorpion can use its action to polymorph into a porcelain pot or back into its true, scorpion like form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. The pot scorpion has advantage on attack rolls against any creature it has surprised.

False Appearance (Object Form Only). While the pot scorpion remains motionless, it is indistinguishable from an ordinary porcelain pot.

Magic Resistance. The pot scorpion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The pot scorpion's weapon attacks are magical.

Stench. Any creature other than a pot scorpion that starts its turn within 5 feet of the pot scorpion must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all pot scorpions for 1 hour.

ACTIONS

Multiattack. The pot scorpion makes three attacks: two with its pincers and one with its stinger.

Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Stinger. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 14 (4d6) poison damage.

Launch Poison (Recharge 6). The pot scorpion shoots four balls of poisonous slime at four points it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on each point the pot scorpion chose must make a DC 18 Constitution saving throw. On a failed save, a creature takes 45 (10d8) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature in the area of more than one ball of poisonous slime is affected only once.

BONUS ACTIONS

Nimble Escape. The pot scorpion takes the Disengage or Hide action.

REACTIONS

Parry. The pot scorpion adds 6 to its AC against one melee attack that would hit it. To do so, the pot scorpion must see the attacker and be wielding a melee weapon.

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