Homebrew Lycanion (Were-Scorpion) Species Details

Physical Description: Were-Scorpion are a race with three different forms one a human with the gray, red or black skin tone of a scorpion, completely black eyes some even having two sets of eyes one over the other, with small scorpion like pincer's on either side of their mouths in place of teeth. Their second form showing more of their scorpion side with two extra sets of arms coming from their sides, large pincers in place of their hands and a large poison tipped tail. Their third and final form being that of a large gray, red or black scorpion.

Were-Scorpion Traits:  

Ability Score Increase: Your Strength, Dexterity, and Constitution scores each increase by 1 

Age: Were-Scorpions mature faster than humans and live longer lives. Reaching maturity around the age of 6 and living to be well over a thousand years old.

Alignment: Were-Scorpions tend to lean towards neutral or neutral evil. Though there is the rare recurrence of neutral good. Most just want to be left alone to care for themselves. Their fighters however tend to lean more toward chaotic. 

Size: A Were-Scorpions height ranges between 4 and 6 feet in their beast form, and between 6 and 8 foot in their human and hybrid forms. Your size is between Medium and Large. 

Speed: Your base walking speed is 30 feet 

Armor: You  are only able to wear armor in your human and hybrid forms, your AC is equal to 12 + your Dexterity modifier. 

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it was dim light. You can't discern color in darkness, only shades of gray. 

Natural Poisoner: You have resistance to poison damage and advantage on saving throws against being poisoned. 

Pincers: While in your hybrid form you cannot wield weapons or implements nor hold a shield. The claws are a melee weapon with which you are proficient. They deal 1d6 bludgeoning damage. 

 Stinging Tail: In both their hybrid and beast forms their stingers poison is deadly enough to cause 2d6 poison damage on failed saves, half that on a successful roll of a Constitution saving throw. You can use this ability up to times equal to your proficiency bonus and regain all uses after a long rest.

Species:  

Keen Climber: You have advantage on strength (Athletics) checks made to climb. (Beast and Hybrid forms) 

Lethal Poison: The DC is to resist the effects of your poison is instead equal to 10 + your Constitution modifier + your proficiency bonus 

Crushing Claw: Your pincer instead deals bludgeoning damage equal to 2d8 + your Strength modifier. You can use your bonus action to grapple a single target you attacked with it, with disadvantage if you missed the attack. If the creature ends its turn and is still grappled by you, it takes bludgeoning damage equal to your strength modifier. 

Languages: You can speak, read and write Common, Primordial and Scorpid. Scorpid is a language that, to the untrained ear, sounds like random clicks and clacks. It can be written using the primordial script. 

Were-Scorpion Names: Were- Scorpions don't get a name till they reach full maturity, as they believe that it  is considered bad luck to name beings that may not survive their infancy. Were-Scorpion have no preference for names and do not have distinction between male and female names, most using names of their victims. Some use names or surnames that remind them of the place they were born.

Names: Ammun, Bitr, Cleron, Juntiri, Durit, Fiarnu, 

Surname: Clawbreaker, Armorpiercer, Eyepoucher, Silent, Fivelegger 

 

Lycanion (Were-Scorpion) Traits

A race of large Humanoid Scorpions

Stinging Tail

In both their hybrid and beast forms their stingers poison is deadly enough to cause 2d6 poison damage on failed saves, half that on a successful roll of a Constitution saving throw. You can use this ability up to times equal to your proficiency bonus and regain all uses after a long rest.

Pincers

While in your hybrid form you cannot wield weapons or implements nor hold a shield. The claws are a melee weapon with which you are proficient. They deal 1d6 bludgeoning damage. 

Crushing Claw

Your pincer instead deals bludgeoning damage equal to 2d8 + your Strength modifier. You can use your bonus action to grapple a single target you attacked with it, with disadvantage if you missed the attack. If the creature ends its turn and is still grappled by you, it takes bludgeoning damage equal to your Strength modifier. 

Lethal Poison

The DC is to resist the effects of your poison is instead equal to 10 + your Constitution modifier + your proficiency bonus

Natural Poisoner

You have resistance to poison damage and advantage on saving throws against being poisoned. 

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. 

Keen Climber

You have advantage on Strength (Athletics) checks made to climb (Beast and Hybrid form Only) 

Armor

You are only able to wear armor in your human and hybrid forms, your AC is equal to 12 + Dexterity modifier. 

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