Venomax (5e Creature)
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Large monstrosity, any alignment
Damage Vulnerabilities fire
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.
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.