Scorpla

Huge undead, chaotic evil

Armor Class

16 (natural armor)

Hit Points

250 (20d12 + 120)

Speed

30 ft.

Skills

Perception +9

Damage Resistances

necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 90 ft.

Languages

-

Challenge

13

Sand Camouflage

Scorpla makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.

Sunlight Sensitivity

While in sunlight, Scorpla has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Turn Immunity

Scorpla is immune to effects that turn undead.

Undead Fortitude

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.

Actions

Multiattack

Scorpla makes three attacks: two with its claws and one with its sting.

Claw

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.

Sting

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.