Scorpions (5e Fallout Supplement)
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Scorpions[edit]
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[edit]
Tiny aberration, unaligned Armor Class 11 All (natural armor)
Senses blindsight 10 ft., passive Perception 9
Rad Pool. Scorpions have a rad pool of 30 rads. ACTIONSSting. 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.
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Bark Scorpion[edit]
Tiny aberration, unaligned Armor Class 12 All (natural armor)
Skills Perception +3, Stealth +4 Rad Pool. Bark scorpions have a rad pool of 30 points. ACTIONSSting. 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.
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Radscorpion[edit]
Medium aberration, unaligned Armor Class 12 Explosive; 15 Ballistic, Energy, Melee. (natural armour)
Senses blindsight 60 ft., passive Perception 10
Rad Pool. Radscorpions have a rad pool of 150 points. ACTIONSMultiattack. 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.
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Giant Radscorpion[edit]
Huge aberration, unaligned Armor Class 12 Explosive; 15 Ballistic, Energy; 17 Melee (natural armour)
Damage Immunities Radiation ACTIONSMultiattack. 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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