# Scorpionfolk

*Large* *Monstrosity*

- **Armor Class:** 15
- **Hit Points:** 52 (7d10+14)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 385

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |

- **Skills:** perception +2, stealth +3, survival +2
- **Senses:** passive Perception 12
- **Languages:** Common, Scorpionfolk

### Actions

- **Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws.
- **Javelin:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

### Bonus Actions

- **Sting:** Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success.


