Scorpio

Gargantuan fiend (deity), neutral evil


  • Armor Class 26 (natural armor)
  • Hit Points 923 (45d20 + 450)
  • Speed 60ft., burrow 60ft.

STR DEX CON INT WIS CHA
34 (+12) 12 (+1) 30 (+10) 23 (+6) 24 (+7) 22 (+6)

  • Saving Throws Strength +22, Dexterity +11, Wisdom +17, Charisma +16
  • Skills Arcana +16, Perception +27, Religon +16, Deception +26, Stealth +11
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities poisoned, charmed, frightened, paralyzed, deafened
  • Senses Blindsight 480ft., truesight 120ft., passive Perception 37
  • Languages All, telepathy 120 ft.
  • Challenge 33 (215,000 XP)

Scorching Presence. Any creature within 60 ft. of Scorpio take 10 damage at the start of their turn, as well as at the start of Scorpio's turn.

Damage Threshold. When Scorpio would take damage that is equal to or less than 20 damage (after applying weakness and resistance), Scorpio takes 0 damage.

Divine Influence (3/Day). When Scorpio or a creature he can see makes an attack roll, ability check, or saving throw, Scorpio can choose the outcome of that roll.

Divine Weapons. Scorpio's weapon attacks are magical. Against non-deities, Scorpio's weapon attacks ignore damage resistance and treat damage immunity as resistance.

Legendary Resistance (3/Day). If Syllandris fails a saving throw, attack roll, skill, or ability check, she can choose to succeed instead. If two creatures use this ability against each other, the effects cancel out.

Mortal Form. As an action, Scorpio can polymorph into a humanoid of any race, a scorpion, or back to his true form.

Regeneration. Scorpio regains 45 hit points at the start of his turn.

Actions

Multiattack. Scorpio can use his Frightful Presence. He then makes three attacks, two with his claws, and one with his tail.

Claw. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit 30 (4d8 + 12) bludgeoning damage.

Tail. Melee Weapon Attack: +22 to hit, reach 60 ft., one target. Hit 34 (4d10 + 12) bludgeoning damage.

Frightful Presence. Each creature of Scorpio's choice that is within 240ft. of Scorpio and is aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Scorpio's saving throw for the next 24 hours.

Submerge (Recharge 6). Scorpio sinks into the sand until the start of his next turn, disappearing from view. During this time, Scorpio can burrow up to 120 ft., has full cover, and cannot attack or take Legendary Actions. Scorpio resurfaces at the start of his next turn. A creature on the surface can detect where Scorpio will resurface if they are within 60 ft. of that point with a DC 19 survival or nature check. If Scorpio is in the vision range of a creature with blindsight, tremorsense or truesight, that creature knows where he is and where he will resurface. Scorpio can only take this action if there is sufficient sand directly beneath him.

Resurface. This does not cost Scorpio an action to use. Scorpio resurfaces from underground in an explosion of sand. Any creature in Scorpio's space when he resurfaces must make a DC 30 Strength saving throw or be thrown 100 ft. in the air.

Sand Blizzard. The sky within a mile radius of Scorpio becomes a tempest of burning sand, swirling around him. Ranged attacks beyond 60ft. are made with disadvantage, and vision is obscured beyond 60ft. Any creature flying within the storm takes 14 (4d6) fire damage and 14 (4d6) bludgeoning damage at the start of each of its turns, as well as when this effect begins. Any creature that takes this damage must make a DC 24 Strength saving throw or be knocked prone.

Legendary Actions

Scorpio can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Scorpio regains spent legendary actions at the start of his turn.

Bite (Costs 2 Actions). Melee Weapon attack: +22 to hit, reach 5 ft., one target. Hit 30 (4d8 + 12) piercing damage, 14 (4d6) acid damage and 14 (4d6) poison damage. The target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Scorpio can't bite another target. While grappled, the target takes 14 (4d6) acid damage plus 14 (4d6) poison damage at the end of each of its turns.

Sting. (Costs 3 Actions) Melee Weapon attack: +22 to hit, reach 60 ft., one target. Hit 34 (4d10 + 12) bludgeoning damage. The target must make DC 28 Constitition saving throw, taking 70 (20d6) poison damage on a failed save, or half as much damage on a successful one. If the target fails the save, they are poisoned for 24 hours. While poisoned, the target must make a DC 28 Constitution daving throw, taking 7 (2d6) poison damage on a failed save. On a successful save, the effect is ended.

Claw. Scorpio makes one claw attack

Lord of the Sands (Costs 5 Actions). Scorpio turns the ground around him within a 1 mile radius, as well as 100 ft. deep to hot sand. Any creature that starts its turn in contact with this sand takes 7 (2d6) fire damage.

Scorpio

Scorpio is the god of poison, fire, deserts, and deceit. A member of the