| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +5 |
| CON | 17 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | -3 | -3 |
Burrowing Ambusher. If the radscorpion is hidden underground and emerges to attack, it has advantage on its first attack roll that turn.
Tremor Sense. The radscorpion can detect and pinpoint the location of creatures within 30 feet that are in contact with the ground.
Relentless Hunter. The radscorpion ignores difficult terrain caused by sand, loose earth, or rubble.
Multiattack. The radscorpion makes two attacks: one with its claw and one with its stinger.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Stinger.Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Hit: 15 (2d8 + 5) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, the creature takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on a success.







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