Scorpionfolk
Large Monstrosity
Armor Class 15
Hit Points 52 (7d10+14)
Speed 40 ft.
- 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
Challenge 3
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.






