Bestiary · Beast

PR 5

Irradiated Scorpion

An irradiated scorpion is an oversized scorpion that has lived on a contaminated site and accumulated radiation in its tail. Its carapace fluoresces faintly in the dark. A creature that fails its save against the sting takes poison damage and gains a level of exhaustion each day for a week unless it is treated somewhere with proper facilities, which field medicine on a frontier world cannot provide.

Irradiated Scorpion, drawn at Large scale
Physiology
Beast
Size
Large
Speed
40 ft.
Armor class
16
Hit points
110 (13d10 + 39)
Proficiency
+3
  • STR 17 +3 save +3
  • DEX 13 +1 save +1
  • CON 16 +3 save +6
  • INT 1 -5 save -5
  • WIS 10 +0 save +0
  • CHA 3 -4 save -4
Skills
Stealth +4 , Perception +3
Passive Perception
13
Senses
blindsight 60 ft., tremorsense 60 ft.
Languages
None
Damage immunities
poison, radiant
Condition immunities
poisoned
Found in
Settlement , Desert

Traits

  • Faint Glow

    Sheds dim light in a 5-foot radius.

  • Hot Ground

    A creature that ends its turn within 5 feet makes a DC 14 Constitution save or takes 2d6 radiant damage.

Actions

  • Multiattack

    The scorpion makes two Claw attacks and one Sting attack.

  • Claw

    +6 to hit · reach 10 ft.

    1d8 + 3 bludgeoning damage

    The target is Grappled (escape DC 14).

  • Sting

    +6 to hit · reach 10 ft.

    2d8 + 3 piercing damage

    The target makes a DC 14 Constitution save. On a failure it takes 2d8 poison damage and gains one level of the Exhausted condition each day for a week unless it is treated somewhere with proper facilities.