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.
- 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.