Tremor Senses. The Seyor Arach has +9 on Perception checks that rely on sensing ground tremors. Vibration Listening. When the Seyor Arach takes any amount of thunder damage, it loses its blindsight until the end of its next turn and it must succeed on a DC (Thunder Damage taken) Wisdom saving throw or be knocked prone.
Multiattack. The Seyor makes two attacks: one with its claw and one with its sting or two with its claws. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 14 (3d8 + 1) piercing damage. This attack has advantage on targets it is grappling. On non-domesticated specimens, this attack also deals an extra 16 (3d10) poison damage.
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