Tomb Scorpion (5e Creature)

Tomb Scorpion

Huge construct, neutral


Armor Class 18 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 20 (+5) 5 (-3) 14 (+2) 9 (-1)

Saving Throws Str +11, Con +10, Wis +7
Skills Stealth +7
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 12
Languages understands the languages of its creator but can't speak
Challenge 13 (10,000 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.

ACTIONS

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

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. A target hit by this attack is grappled (escape DC 18). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) piercing damage. The creature must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful one.


Tomb scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, 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, and they have powerful pincers that can crush a man into bloody paste. As they scuttle forward on eight segmented legs, they hack apart anything in their path.
When the Tomb Kings go to war, the liche priests send out their magical call and summon the tomb scorpions into wakefulness. Those tomb scorpions that respond to the incantations will travel for leagues beneath the ground before clawing their way to the surface and falling upon their enemies with razor-sharp claws and stinging tails. It is a truly terrifying sight to behold the sands parting to reveal the monstrous form of a tomb scorpion, and very often, the last thing their enemies will ever witness.

Walking Sarcophagi. Tomb scorpions are carved and moulded into the representations of the giant, mythical scorpions that are said to guard the entrance to the Nehekharan Underworld. These fabled creatures are said to protect the realm of souls from the predations of dark demons who wish to feed upon the spirits of dead kings. Perhaps inspired by this myth, tomb scorpions also serve as sarcophagi, for the shell of each construct is formed around the cadaverous body of an ancient liche priest.
Although liche priests are unable to die a natural death, many have perished through wounds sustained in battle. Those that fall are embalmed and interred within a tomb scorpion. Canopic jars containing their vital organs, or what withered remains are left of them, are embedded within the scorpion-tombs in a ritualistic pattern that symbolises death. However, some remnant of a liche priest's spirit always remains trapped within their mummified corpses. Through incantations, these embers are rekindled, infusing the inanimate shells of the tomb scorpions with power. This magical source also provides tomb scorpions with a degree of protection against the spells of enemy wizards, whose sorcerous bolts of energy unravel and fade as they are absorbed harmlessly by the scorpion's carapace.


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gollark: +>markov 258639553357676545 3
gollark: +>markov 258639553357676545 2
gollark: Or was it thousand? Hmmm.
gollark: +>markov 258639553357676545 2
gollark: I also uploaded several hundred digits of π into it.
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