16 (natural armor)
250 (20d12 + 120)
30 ft.
Perception +9
necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
poison
poisoned
darkvision 90 ft.
-
13
Scorpla makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.
While in sunlight, Scorpla has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Scorpla is immune to effects that turn undead.
If damage reduces Scorpla to 0 hit points, it must make a Constitution saving throw with a DC of 1 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Scorpla drops to 1 hit point instead.
Scorpla makes three attacks: two with its claws and one with its sting.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage, and any Large or smaller target is grappled (escape DC 17). Scorpla has two claws, each of which can grapple only one target.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing damage and the target must make a DC 16 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.