Scorpionfolk Imperator
Large Monstrosity
Armor Class 15
Hit Points 52 (7d10+14)
Speed walk +40
Challenge 5
Skills arcana +2, history +2, stealth +3, religion +2, survival +2, perception +2
Senses passive Perception 12
Languages Common, Scorpionfolk
Special Abilities
Spellcasting. The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). It has the following cleric and wizard spells prepared: Cantrips (at will): light sacred flame 1st-level (4 slots): create or destroy water healing word 2nd-level (3 slots): burning gust of wind lesser restoration 3rd-level (2 slots): major image venomous fireball
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.
Sacred Flame (Cantrip; V, S). One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
Cure Wounds (1st-Level; V, S). The imperator touches a willing living creature restoring 8 (1d8 + 4) hit points to it.
Burning Gust of Wind (2nd-Level: V, S, M). A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action.
Venomous Fireball (3rd-Level; V, S, M). Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn.
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