Snare
Armor (Shield), Rare (Requires Attunement)
A chitinous claw fashioned into a grasping shield. You gain a +1 bonus to your AC. While holding this shield, you can grapple a creature with it even if you do not have a free hand.
If you are attuned to Sting while attuned to this item, they count as a single item for the purposes of attunement.
Ensnaring Claw. When a creature hits you with a melee attack, you can use your reaction to have this shield clamp down in response. The attacker becomes grappled by this shield (using your stats for the escape DC). If the melee attack was made with a weapon, the attacker may drop the object if it can to end the grapple.
The scorpion’s claws snare their prey, leaving no chance for escape.
Sting
Weapon (Flail), Rare (Requires Attunement)
A segmented flail fashioned from a giant scorpion tail. You gain a +1 bonus to attack and damage rolls you make with this magic weapon, which deals an additional 1d8 poison damage on a hit. Attacks made with this weapon against grappled creatures have advantage.
If you are attuned to Snare while attuned to this item, they count as a single item for the purposes of attunement.
Venom Strike. When you hit a creature with this weapon, you can have the target make a Constitution saving throw (DC 17). On a failure, the target becomes poisoned for 1 minute and repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails its save by 5 or more, it is paralyzed while poisoned this way. Once you use this feature, it cannot be used again until the next dawn.
The scorpion’s stinger strikes, deadly and precise.