Bark Scorpion
Small beast
Armour Class 13 (natural armour)
Hit Points 44 (8d6+16)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses Darkvision 60 ft., tremorsense 90 ft., passive perception 10
Languages none
Challenge 1/2 (100)
Actions
Multiattack. The scorpion makes two attacks with its claws.
Claws. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Sting. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 5 (1d6 + 2) poison damage. The target must make a DC 12 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Bark Scorpion Hunter
Small beast
Armour Class 15 (natural armour)
Hit Points 55 (10d6+20)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses Darkvision 60 ft., tremorsense 90 ft., passive perception 10
Languages none
Challenge 2 (450 XP)
Actions
Multiattack. The scorpion makes two attacks with its claws and one with its sting.
Claws. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Sting. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 5 (1d6 + 2) poison damage. The target must make a DC 12 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Radscorpion
Large beast
Armour Class 15 (natural armour)
Hit Points 93 (11d10+44)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 18 (+4) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 4 (1,100 XP)
Actions
Multiattack. The scorpion makes two attacks with its claws and one with its sting.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
Sting. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage and 7 (1d6+4) poison damage. The target must make a DC 14 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Radscorpion Hunter
Large beast
Armour Class 15 (natural armour)
Hit Points 127 (15d10+60)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 18 (+4) | 2 (-4) | 10 (+0) | 6 (-2) |
Saving Throws
Skills
Damage Resistances
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 6 (2,300 XP)
Actions
Multiattack. The scorpion makes two attacks with its claws and one with its sting.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Sting. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 11 (2d6 + 4) poison damage. The target must make a DC 14 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Glowing Radscorpion
Large beast
Armour Class 15 (natural armour)
Hit Points 157 (15d10+75)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 20 (+5) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 7 (2,900 XP)
Radioactive Aura. A creature that begins its turn within 10 feet of the glowing radscorpion takes 6 (1d12) radiation damage.
Radioactive Glow. The glowing radscorpion sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Multiattack. The scorpion makes two attacks with its claws and one with its sting.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage and 7 (2d6) radiation damage.
Sting. Melee weapon attack:+7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, 7 (2d6) radiation damage, and 11 (2d6+4) poison damage. The target must make a DC 15 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Radscorpion Stalker
Large beast
Armour Class 15 (natural armour)
Hit Points 170 (20d10+80)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 18 (+4) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 8 (3,900 XP)
Actions
Multiattack. The scorpion makes three attacks with its claws and one with its sting.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage and 15 (2d10+4) poison damage. The target must make a DC 16 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Radscorpion Predator
Large beast
Armour Class 15 (natural armour)
Hit Points 204 (24d10+96)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 18 (+4) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 11 (7,200 XP)
Actions
Multiattack. The scorpion makes four attacks with its claws and one with its sting.
Claws. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.
Sting. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage and 15 (2d10+4) poison damage. The target must make a DC 16 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Deathskull Radscorpion
Large beast
Armour Class 15 (natural armour)
Hit Points 228 (24d10+120)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 20 (+5) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 120 ft., passive Peception 10
Languages none
Challenge 12 (8,400 XP)
Actions
Multiattack. The scorpion makes four attacks with its claws and one with its sting.
Claws. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Sting. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage and 16 (2d12+5) poison damage. The target must make a DC 18 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Radscorpion Queen
Huge beast
Armour Class 17 (natural armour)
Hit Points 253 (22d12+110)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 20 (+5) | 2 (-4) | 10 (+0) | 6 (-2) |
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses darkvision 60 ft., tremorsense 150 ft., passive Peception 10
Languages none
Challenge 17 (18,000 XP)
Legendary Resistance (2/Day). If the radscorpion queen fails a saving throw, it can choose to succeed instead.
Radioactive Glow. The glowing radscorpion sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Multiattack. The scorpion makes two attacks with its claws and one with its sting.
Claws. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Sting. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage and 24 (3d12+5) poison damage. The target must make a DC 20 Constitution saving throw or be poisoned. The target may repeat its saving throw at the end of each of its turns, ending the poisoned condition on a success.
Legendary Actions
The Radscorpion Queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.
Attack. The radscorpion queen makes an attack with its claws.
Detect. The radscorpion queen makes a Wisdom (Perception) check.
Charge (costs 2 actions). The radscorpion queen moves up to its speed then makes a melee attack.
Intense Venom (costs 2 actions). A creature that has the poisoned condition because it was hit by the radscorpion queen’s sting must make a DC 20 Constitution saving throw, taking 24 (3d12+5) poison damage on a failed saving throw or half as much on a success.
Smackdown. An adjacent creature of the radscorpion queen’s choice must make a DC 19 Dexterity saving throw or be knocked prone.