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)
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[edit]

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[edit]

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[edit]

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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