Arthrop

Medium humanoid (arthrop), lawful evil

Armor Class

16 (natural armor)

Hit Points

32 (5d8 + 10)

Speed

35 ft., fly 30 ft.

Skills

Perception +3, Stealth +5, Survival +3

Damage Resistances

poison, psychic

Condition Immunities

poisoned, charmed

Senses

darkvision 60 ft.

Languages

Arthrop

Challenge

2

Crystal Clarity

The arthrop has crystals embedded inside it. These crystals enable it to speak and give immunity against any charm magic.

Keen Sight

The arthrop has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics

The arthrop has advantage on an attack roll against a creature if at least one of the arthrop's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack

The arthrop makes two attacks, only one of which can be a bite attack.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 1 poison damage.

Sand Spear

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/70 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 1 poison damage, or 8 (1d8 + 2) piercing damage plus 1 poison damage if used with two claws to make a melee attack.