# Night Scorpion

*Large* *Beast* *Unaligned*

- **Armor Class:** 14 (natural armor)
- **Hit Points:** 90 (12d10 + 24)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [Tome of Beasts 2023](https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/) page 320

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 15 (+2) | 14 (+2) | 14 (+2) | 1 (-5) | 9 (-1) | 3 (-4) |

- **Skills:** 
- **Damage Vulnerabilities:** False
- **Damage Immunities:** False
- **Damage Resistances:** False
- **Condition Immunities:** False
- **Senses:** blindsight 60 ft., passive Perception 9
- **Languages:** —

### Actions

- **Multiattack:** The scorpion makes two Claw attacks and one Sting attack.
- **Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
- **Sting:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is blinded for 1 hour. On a success, a creature takes half the damage and isn't blinded. If the target fails the saving throw by 5 or more, it is also poisoned for 1 minute, and it is paralyzed while poisoned in this way. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
