Scorpions (5e Fallout Supplement)

Scorpions

Congregating in large swaths of desert, a swarm of scorpions often create an impenetrable barrier on the roads of the wasteland. They are incredibly aggressive and exclusively carnivorous.

Young Bark Scorpion

Tiny aberration, unaligned


Armor Class 11 All (natural armor)
Hit Points 1 (1d4 - 1)
Speed 10 ft.


STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Senses blindsight 10 ft., passive Perception 9
Languages
Challenge 0 (10 XP)


Rad Pool. Scorpions have a rad pool of 30 rads.

ACTIONS

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 melee damage, and the target must make a DC 9 Constitution saving throw, saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Bark Scorpion

Tiny aberration, unaligned


Armor Class 12 All (natural armor)
Hit Points 10 (3d4 + 3)
Speed 15 ft., burrow 5 ft.


STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 13 (+1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)


Rad Pool. Bark scorpions have a rad pool of 30 points.

ACTIONS

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) melee damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Barkscorpions_El_Rey_Motel.jpg

Radscorpion

Medium aberration, unaligned


Armor Class 12 Explosive; 15 Ballistic, Energy, Melee. (natural armour)
Hit Points 93 (11d8 + 44)
Speed 30 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 18 (+4) 1 (-5) 10 (+0) 4 (-3)

Senses blindsight 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)


Rad Pool. Radscorpions have a rad pool of 150 points.

ACTIONS

Multiattack. The scorpion makes two attacks: one with its claws and one with its sting.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) melee damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 14 (2d10 + 3) melee damage, and the target must make a DC 15 Constitution saving throw, taking 6 (2d10) poison energy damage on a failed save, or half as much damage on a successful one.


Giant_radscorpion.png

Giant Radscorpion

Huge aberration, unaligned


Armor Class 12 Explosive; 15 Ballistic, Energy; 17 Melee (natural armour)
Hit Points 115 (11d12 + 44)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 1 (-5) 10 (+0) 4 (-3)

Damage Immunities Radiation
Senses blindsight 60 ft., passive Perception 10
Languages
Challenge 8 (3,900 XP)


ACTIONS

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) melee damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) melee damage, and the target must make a DC 15 Constitution saving throw, taking 6 (2d10) poison energy damage on a failed save, or half as much damage on a successful one.


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