Manscorpion Cleric
by Sheldon MorrisLarge monstrosity, neutral evil
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Armour Class 17 (natural armour)
Hit Points 155 (17d10 + 51 + 11 from heroes' feast)
Speed 40 ft.
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STR|DEX|CON|INT|WIS|CHA
18 (+4)|16 (+3)|17 (+3)|13 (+1)|16 (+3)|13 (+1)
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Saving Throws Dex +7, Wis +7, Cha +5
Skills Religion +5, Perception +7
Senses passive Perception 17
Languages Manscorpion
Challenge 11 (7,200 XP)
---------------------------------------------------------------------------Divine Eminence. As a bonus action, the manscorpion can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the manscorpion expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The manscorpion cleric is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The manscorpion has the following cleric spells prepared.
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, create or destroy water, cure wounds, purify food and drink
2nd level (3 slots): augury, prayer of healing, spiritual weapon
3rd level (3 slots): create food and water, dispel magic, glyph of warding*
4th level (3 slots): divination, freedom of movement
5th level (2 slots): flame strike, scrying
6th level (1 slot): heroes' feast*
*The manscorpion casts these spells before combat.---------------------------------------------------------------------------
ACTIONS
Multiattack. The manscorpion makes two attacks, only one of which can be a sting.Quarterstaff (2H). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 13 (2d8 + 4) bludgeoning damage.Sting. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 10 (1d12 + 4) piercing damage, , and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself on a success.