Scorpion Medium fiend, lawful neutral Armor Class 17

17 Hit Points 150

150 Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 8 (-1) Skills Acrobatics +9, Athletics +9, Intimidation +4, Perception +7, Stealth +9

Acrobatics +9, Athletics +9, Intimidation +4, Perception +7, Stealth +9 Condition Immunities sleep, fear

sleep, fear Damage Immunities fire

fire Senses darkvision 60ft, passive Perception 17

darkvision 60ft, passive Perception 17 Languages Common, Infernal

Common, Infernal Challenge 10 (5900 XP) Kombat Rage. For every 30 hit points Scorpion loses, he gains a point of Rage. Rage points may be spent as a bonus action to double the damage of any of his actions.

Actions

Multiattack. Scorpion can make up to four weapon or unarmed attacks a turn.

Ninjato. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit 10 (2d6)+4 slashing damage.

Unarmed Strike. Melee Weapon Attack +9 to hit, reach 5ft, one target. Hit 5 bludgeoning damage. On each subsequent hit during Scorpion's turn, he may add an additional 4 fire damage to each unarmed strike (Ex: 2nd hit = +4 dmg, 3rd = +8, etc). If Scorpion hits a single opponent with four unarmed strikes in a turn, he may knock them 5ft away and prone.

Spear. Ranged Weapon Attack: +9 to hit, reach 15ft., one target. Hit 7 (1d6)+4 piercing damage. Scorpion throws his kunai at a target he can see. If he hits the target, he may pull it into the spot adjacent to him along the path of the attack and has advantage on his next attack roll against the target during his turn.

Hellfire Punch. Disappearing in a flash of flame, Scorpion can teleport to a space within 20ft of him and may make an unarmed strike against an adjacent enemy with an additional 4 fire damage on a hit. May only be used once per turn.

Leg Takedown. Scorpion dives forward and trips his opponent with a leg scissor takedown. He makes a grapple check against an opponent within 10ft of them and moves into the space next to them. If he succeeds, the target takes 4 damage and is knocked prone. May only be used once per turn.

Fireball. Scorpion hurls a ball of Hellfire at his opponent. +6 to hit, reach 120ft, one target. Hit 3d10 fire damage. May only be used once per turn.

Demonfire (3/day). Scorpion summons the fires of Hell underneath an opponent. The target must make a Dexterity saving throw with a DC of 14. It takes 8d6 fire damage on a failed save, and half as much on a successful one. May only be used once per turn.

Fatality. Melee Weapon Attack +8 to hit, reach 5ft, one target. Hit 6d12 slashing damage and 6d12 fire damage. If a creature near Scorpion has 1 hit point or lower, Scorpion may use all four of his attacks to deliver a final devastating series of blows.

Reactions