Scorpionfolk

Large Monstrosity

Armor Class 15

Hit Points 52 (7d10+14)

Speed walk +40

Challenge 3

STR
14
+2
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
10
+0

Skills stealth +3, survival +2, perception +2

Senses passive Perception 12

Languages Common, Scorpionfolk

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpionfolk can't attack a different target with its claws.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open