Dark Scorpion Commons Base Stat (Duel Terminal:Order of the Warlords)

{| Medium humanoid, neutral

Armor Class 7 (Leather Armor) Hit Points 70 (9d12 + 5) Speed 30 ft.

Saving Throws Dex +3 Skills Perception +6 Senses blindsight 30 ft., passive Perception 7 Languages common; Challenge 5 (1,800 XP)

Ambusher. The Dark Scorpion has advantage on attack rolls against any creature it has surprised.

Teamwork Tactics. The Dark Scorpion has advantage on an attack roll against a creature if at least one of the Dark Scorpion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Darkness Approaches. The Dark Scorpion has advantage on attack rolls against a creature if both the creature and The Dark Scorpion are in total darkness. Dim, a fire spell/attack, night vision, or bright light, prevents this advantage.

Evasion. Dark Scorpion’s can to fight another day loses a total of 5 hp each time this action is used during the campaign

ACTIONS
Multiattack. The army of darkness Three mob attacks.

Mob. Melee Weapon Attack: +14 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) bludgeoning damage, 7 (2d6) piercing damage, and 7 (2d6) slashing damage, or 1d6 damage of each type if the swarm has half of its hit points or fewer. If the target is a creature, it is also grappled (escape DC 19).

Scorpion’s Strangulation. If a Dark Scorpion hits with at least 3 mob attacks, a grapples occurs to the selected the target and starts strangling it. The strangulation deals 4d8 bludgeoning damage at the start of the Dark Scorpion’s turn and the target cannot breath. Grapple escape by contesting against his grapple check, or alternatively, escape DC 20.

Melee Regeneration. The Dark Scorpion regains 5 hit points at the start of it's turn. If the Dark Scorpion takes a magical attack, this trait doesn't function at the start of the Dark Scorpion 's next turn. The Dark Scorpion dies only if it starts its turn with 0 hit points and doesn't regenerate.
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