Venomax (5e Creature)

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Large monstrosity, any alignment

Armor Class 17 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 60 ft., climb 60 ft.

18 (+4) 15 (+2) 19 (+4) 8 (-1) 5 (-3) 3 (-4)

Damage Vulnerabilities fire
Damage Resistances poison
Senses darkvision 30 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 7
Languages Common, Undercommon, Arthropoid
Challenge 6 (2,300 XP)


Multiattack. The venomax makes three attacks: two with its claw and one with its sting. It can replace one claw attack with its bite.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 14 (2d10 + 3) poison damage and becoming poisoned for 5 (2d4) hours on a failed save, or half as much damage on a successful one.

Art by Jonathan Wojcik

These creatures are the result of the unnatural fusion between a humanoid and a scorpion. Based on the exact species involved, they can have a wide variety of proportions, toxicities and combat strategies; ranging from specimens who rely primarily on their brute strength to smaller, frailer individuals with more concentrated venom, though even the mildest venomax sting causes hours of numbness, euphoria and hallucinations with minor bleeding from bodily orifices. They can see into infrared but otherwise have remarkably poor vision, instead relying on vibrations in the ground to track other creatures.
When not hungry enough to snap up the nearest source of raw meat, a venomax is an unaggressive, laid back creature. It enjoys warm, dark surroundings, and feels nervous when exposed to the sky or surrounded by water. Under ultraviolet light, they fluoresce beautifully.

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