Bark Scorpion (Fallout Supplement)

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RadscorpionBark.png
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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