b'Werescorpion \n'b'  Family:   Lycanthropes  \n'b'  Large   giant  (shapechanger),  chaotic evil  \n'b'  Armor Class  11 ( hide  in humanoid form); 13 (natural in hybrid or giant scorpion form)  Hit Points  85 (10d10+30)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  17 (+3)  INT:  6 (-2)  WIS:  12 (+1)  CHA:  10 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +5  Damage Resistances  poison  Damage Immunities  bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered  Condition Immunities   poisoned   Senses   darkvision  60 ft., tremor sense 60 ft., passive  Perception  11  Languages  Common, Giant (cannot speak in giant scorpion form)  Challenge  4 (1,100 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Shapechanger . The werescorpion can use its action to  polymorph  into a scorpion-hybrid or into a giant scorpion, or back into its true form, which is that of an  ogre . Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The werescorpion makes two attacks, only one of which can be with its sting. \n'b'  Greatclub (Humanoid or Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 19 (4d6+5) bludgeoning damage. \n'b'  Javelin (Humanoid or Hybrid Form Only) .  Ranged Weapon Attack : +7 to hit, range 40/120 ft., one target.  Hit : 14 (2d8+5) piercing damage. \n'b'  Sting (Giant Scorpion or Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage, plus 11 (2d10) poison damage. If the target is a giant or humanoid, it must succeed on a DC 14  Constitution  saving throw or be cursed with werescorpion lycanthropy. \n'b'  Claw (Giant Scorpion or Hybrid Form Only) .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 8 (1d10+5) slashing damage and if the target is Medium or smaller, it is  grappled  (escape DC 15). Until this grapple ends, the target is  restrained  and the werescorpion may not make another  attack  with that claw. \n'b'\n'b' ABOUT \n'b' A nightmarish humanoid crawls from the shadows and stands before you. It is covered with an armored carapace, and its long arms end in pincers. A powerful set of humanlike arms extends from below the pincers. \n'b' It possesses a segmented tail, set with a wicked stinger. \n'b' Werescorpions are brutish creatures, no matter what race they spring from, and the ones born from ogres are exceptionally so. They move with more grace than their brethren and lack even an  ogre\xe2\x80\x99s scant social skills. They tend to be loners, skulking around the edges of their tribe, and acting as a well paid, if feared, assassins.  \n'b' Werescorpions are unusual among lycanthropes in that they don\xe2\x80\x99t pass their curse on by biting, instead damning others through their sting.'