Tomb Scorpion, Variant (5e Creature)

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Tomb Scorpion[edit]

Huge construct, lawful neutral

Armor Class 20 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 50 ft., burrow 50 ft.

25 (+7) 19 (+4) 22 (+6) 6 (-2) 14 (+2) 1 (-5)

Saving Throws Str +12, Con +11, Int +3, Wis +7
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands Nehekharan but cannot speak
Challenge 15 (13,000 XP)

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.


Multiattack. The tomb scorpion makes three attacks: two with its claws and one with its stinger.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. A target hit by this attack is grappled (escape DC 20). The scorpion has two claws, each of which can grapple only one target.

Stinger Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. The target must make a DC 18 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Tomb scorpions are powerful creations formed from a combination of stone, metal, lacquered 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 along with two powerful pincers that could slice a man in half. As they scuttle forward on eight segmented legs, they hack apart anything in their path.

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