Bark Scorpion (Fallout Supplement)
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Revision as of 10:31, 28 June 2019 by EtheralDrift (talk | contribs)
Radscorpion, Bark | |
---|---|
Size and Type: | medium Vermin |
Hit Dice: | 2d6+3 (15 hp) |
Mas: | 20 |
Initiative: | +0 |
Speed: | 30 ft. |
Defense: | 12 (-2 size, +2 Natural, +4 Dex), touch 10, flat-footed 12 |
Base Attack/Grapple: | +2/+5 |
Attack: | +6 melee (1d6, claw) |
Full Attack: | +6 melee (1d6, claw), +6 melee (1d6, claw), and +6 melee (1d6 plus poison, stinger) |
Space/Reach: | 5 ft by 5 ft/10ft |
Special Qualities: | Poison, Resistance to Massive Damage +5, Armor Plates(DR 4/-), Solar Regeneration |
Saves: | Fort +12, Ref +5, Will +3 |
Abilities: | Str 14(+2), Dex 18(+4), Con 16(+3), Int 3(-4), Wis 10(+0), Cha 2(-4) |
Skills: | Climb +9, Hide +12, Spot +12 |
Feats: | Toughness, Weapon Focus (claw) |
Possessions: | None |
Organization: | — |
Challenge Rating: | 1 |
Allegiances: | None |
Advancement: | |
Level Adjustment: | — |
Combat[edit]
Poison: Fort DC 18, Initial 1d6 Con damage, Secondary 1d6 Con damage.
Solar Regeneration: Regains 2 HP per turn when in sunlight.
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