Scorpionfolk Imperator

Large Monstrosity. CR 5, AC 15, 52 HP. Traits: Spellcasting.

Armor class
15
Hit points
52
Challenge
5
Creature type
Monstrosity
Size
Large

Stat block

Cha
10
Con
14
Dex
12
Int
18
Str
14
Wis
10
Speed
Walk: 40
Senses
passive Perception 12
Skills
Arcana: 2; History: 2; Stealth: 3; Religion: 2; Survival: 2; Perception: 2
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.
  • Sacred Flame (Cantrip; V, S). One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
  • Cure Wounds (1st-Level; V, S). The imperator touches a willing living creature restoring 8 (1d8 + 4) hit points to it.
  • Burning Gust of Wind (2nd-Level: V, S, M). A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action.
  • Venomous Fireball (3rd-Level; V, S, M). Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn.
Languages
Common, Scorpionfolk
Special abilities
  • Spellcasting. The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14 +6 to hit with spell attacks). It has the following cleric and wizard spells prepared: Cantrips (at will): light sacred flame 1st-level (4 slots): create or destroy water healing word 2nd-level (3 slots): burning gust of wind lesser restoration 3rd-level (2 slots): major image venomous fireball

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.