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Breadcrumb

Scorpionfolk Imperator

Challenge
Terrain
str
14
dex
12
con
14
int
18
wis
10
cha
10

AC 15 (natural armor)

HP 52 (7d10 + 14; bloodied 26)

Speed 40 ft.


Proficiency +2; Maneuver DC 12

Skills Perception +2, Stealth +3, Survival +2, Arcana +2, History +2, Religion +2

Senses passive Perception 12

Languages Common, Scorpionfolk


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


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 imperator 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 imperator’s claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperator’s 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.


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.

Combat

The scorpionfolk has one javelin, which it hurls as it rushes into battle. It grips a foe with its claw and then stings that opponent. Scorpionfolk offer truces but rarely flee from battle.


Names

Mauras, Ozra, Rixx, Visporas


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Scorpionfolk are fearsome warriors who attack their foes with both mundane weapons and poisonous, scorpion-like stingers.

DC 15 Scorpionfolk scavenge magic from ancient desert ruins.

DC 20 Skilled spellcasters known as imperators lead many scorpionfolk clans. They are said to possess magic that humanoid mages forgot centuries ago.

Description

Many scorpionfolk clans are led by spellcasting warrior-mages. Called imperators, these scorpionfolk champions study a unique blend of arcane and divine magic. Imperators search for rare spells in ruins underneath the desert sands. They regard this pursuit as a sacred quest, though outsiders don’t know its ultimate aim.

The scorpionfolk imperator possesses a spellbook containing rare spells. By studying this book, a wizard can learn venomous fireball  and burning gust of wind.

Behavior

1 Returning from a dungeoneering expedition with treasure

2 Attack on sight

3 Demand food and water on pain of death

4 In ambush, hidden under sand

5 Excavating buried ruins

6 Battling a monster such as a bulette

Signs

1 A humanoid corpse. DC 14 Medicine check: The creature was killed by an envenomed wound

2 Large eggs half-buried in sand (the eggs are poisonous to touch)

3 A torn map marking the location of several ancient ruins

4 A proliferation of normal-sized scorpions

Encounters

Scorpionfolk range deserts and explore the ruins of ancient cities.

CR 3–4 scorpionfolk

Treasure periapt of wound closure

CR 5–10 2 or 3 scorpionfolk ; scorpionfolk with 1 or 2 giant scorpions

Treasure 2 potions of greater healing , potion of invisibility , staff of swarming insects  

CR 11–16 scorpionfolk imperator with 2 or 3 scorpionfolk ; 4 or 5 scorpionfolk

Treasure 2 spell scrolls of mirror image , 1 whip that deals an additional 1d6 lightning damage on a hit, Ioun stone of doubling (gains the appearance and powers of the last Ioun stone to touch it within the last 24 hours)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.