These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within.
Blinding Poison. This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its blindvision is most effective.
Underdark Giants. The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds.
Valuable Venom. Night scorpion venom is highly prized and can command upwards of 400 gp per dose.
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
|15 (+2)||14 (+2)||14 (+2)||1 (-5)||9 (-1)||3 (-4)|
Senses blindsight 60 ft., passive Perception 9
Challenge 3 (700 XP)
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is Blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also Paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.