Adaptive Camouflage: The scorpion has a passive stealth of 15, and can activate adaptive camouflage as a bonus action and get a +5 to an active stealth roll.
Multiattack. The BioMeta Scorp makes three attacks: two with its claws and one with its acid stinger, and attempts to inject acid into the wound.
BioMetal Razor Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4+ 2) slashing damage.
Posing Tipped Acid Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 DEX saving throw, taking (1d10) acid damage on a failed save, or half as much damage on a successful one as they are able brush away the acid before it burns into the wound.
On a failed save, the acid remains on the wound and the creature can feel it begin to enter their blood stream. The creature becomes poisoned from the acid if they are not treated by DC 12 Medicine check by their next turn. They can use their reaction to try to do the check themselves at Disadvantage, but if they fail, then they become poisoned right away and take (2d10) damage at the time of the failed check. Once poisoned, the effect can only be removed by a DC 15 medicine check or anything that removes poison status. The poison does (2d10) at the end of every one of the characters turns, and lasts until treated.
Turn on Adaptive Camouflage. The Scorpion can turn on its camouflage to get a +5 to a stealth check it is making with its action.
Description
The Bio-Meta Scorp is made in bulk by Homie The Clown in the Homunculus shop of The Aeolic Sprawl, in the realm of Metal Weald.
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