Actions/Abilities/Traits: (D&D 5e)
Action
Acidic Bile (Recharge 5-6)
The Queen of Scorpions spews acid from her mouth in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Claw (Scorpion Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target.
Action
Multiattack
In human form, the Queen of Scorpions makes two scimitar attacks. In scorpion form, she makes three attacks: two with her claws and one with her sting. In her true form, she makes three attacks: one with her sting and two with her scimitar.
Action
Scimitar (Humanoid or True Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage.
Action
Sting (Scorpion or True Form Only)
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Legendary Action
At Will Spell
The Queen of Scorpions casts one of her at will spells.
Legendary Action
Burrow (Scorpion or True Form Only)
The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks.
Legendary Action
The Queen of Scorpions makes one scimitar attack.
Scimitar (Costs 2 Actions; Humanoid or True Form Only)
Special
1/day each
etherealness, eyebite, freedom of movement
Special
3/day each
giant insect (scorpions and spiders only), ray of enfeeblement
Special
Arachnid Passivism
No scorpion or spider can willingly attack the Queen of Scorpions. They can be forced to do so through magical means.
Special
At will
invisibility (self only), pass without trace, poison spray
Special
Innate Spellcasting
The Queen of Scorpions' innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Special
Legendary Resistance (3/Day)
If the Queen of Scorpions fails a saving throw, she can choose to succeed instead.
Special
Magic Resistance
The Queen of Scorpions has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The Queen of Scorpions' weapon attacks are magical.
Special
Rejuvenation
If she dies, the Queen of Scorpions' soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hp and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning.
Special
Shapechanger
The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size, are the same in each form-with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies.
Special
Speak with Arachnids
The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language.
Special
Spider Climb
The Queen of Scorpions' can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.