T'ifiri
T'ifiri
Scourge of the Desert. The Zin'tori of Sheba refer to these massive scorpions as the "claw of the desert." Lying motionless below the desert sand for hours at a time, the t'ifiri uses its tremorsense to detect the movement of potential prey across the ground above. Feeding mainly on desert-dwelling mammals such as the Hyrax or Addax, the t'ifiri strikes quickly, attempting to grapple its prey and deliver a lethal dose of venom through its stinger before dragging its victim back below the desert sand to be devoured. Merchants who frequent the Spice roads through Zin are far too familiar with the hunting patterns of the t'ifiri, and have lost more than one camel to these apex desert predators. It is due to the t'ifiri's burrowing habits that the outer walls of Sheba reach as deep below the sand as they tower above it. Only the bedrock presents an obstacle to these prodigious subterranean invaders.
T'ifiri in the Bible? The t'ifiri is based on numerous old stories and legends from the ancient middle east of giant scorpions that attacked life in the Arabian peninsula. There is no scientific evidence that these creatures ever existed, and their presence in this adventure is a purely fictional element that fits the theme of the narrative.
Large monstrosity, unaligned
Armor Class 15
Hit Points 47
Speed 50 ft., Burrow 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 3 (-5) | 8 (-1) | 4 (-3) |
Senses Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 9
Challenge 3 (700 XP)
Features
Sand Glide. The t'ifiri can burrow through nonmagical, unworked desert sand. While doing so, it does not disturb the sand or leave behind a tunnel as it moves.
Actions
Multiattack. The t'ifiri makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 13). The t'ifiri has two claws, each of which can grapple only one target at a time.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18 (5d6) poison damage on a failed save, or half as much on a successful one.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.