Werescorpion

Family: Lycanthropes

Large giant (shapechanger), chaotic evil

Armor Class 11 (hide in humanoid form); 13 (natural in hybrid or giant scorpion form)
Hit Points 85 (10d10+30)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 6 (-2) 12 (+1) 10 (+5)

Saving Throws Con +5
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Condition Immunities poisoned
Senses darkvision 60 ft., tremor sense 60 ft., passive Perception 11
Languages Common, Giant (cannot speak in giant scorpion form)
Challenge 4 (1,100 XP)

SPECIAL Traits

  • Shapechanger. The werescorpion can use its action to polymorph into a scorpion-hybrid or into a giant scorpion, or back into its true form, which is that of an ogre. Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

ACTIONS

  • Multiattack. The werescorpion makes two attacks, only one of which can be with its sting.
  • Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (4d6+5) bludgeoning damage.
  • Javelin (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 14 (2d8+5) piercing damage.
  • Sting (Giant Scorpion or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage, plus 11 (2d10) poison damage. If the target is a giant or humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werescorpion lycanthropy.
  • Claw (Giant Scorpion or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10+5) slashing damage and if the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the werescorpion may not make another attack with that claw.

ABOUT

A nightmarish humanoid crawls from the shadows and stands before you. It is covered with an armored carapace, and its long arms end in pincers. A powerful set of humanlike arms extends from below the pincers.

It possesses a segmented tail, set with a wicked stinger.

Werescorpions are brutish creatures, no matter what race they spring from, and the ones born from ogres are exceptionally so. They move with more grace than their brethren and lack even an ogre’s scant social skills. They tend to be loners, skulking around the edges of their tribe, and acting as a well paid, if feared, assassins.

Werescorpions are unusual among lycanthropes in that they don’t pass their curse on by biting, instead damning others through their sting.

Section 15: Copyright Notice

5e Menagerie: Howl at the Moon. Copyright 2016, Rogue Genius Games. Authors: Sam Hing and Rich Howard.

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