Bark Scorpion (Fallout Supplement)

| Radscorpion, Bark | |
|---|---|
| Size and Type: | medium Vermin |
| Hit Dice: | 2d6+3 (15 hp) |
| Mas: | 20 |
| Initiative: | +0 |
| Speed: | 30 ft. |
| Defense: | 12 (-2 size, +2 Natural, +4 Dex), touch 10, flat-footed 12 |
| Base Attack/Grapple: | +2/+5 |
| Attack: | +6 melee (1d6, claw) |
| Full Attack: | +6 melee (1d6, claw), +6 melee (1d6, claw), and +6 melee (1d6 plus poison, stinger) |
| Space/Reach: | 5 ft by 5 ft/10ft |
| Special Qualities: | Poison, Resistance to Massive Damage +5, Armor Plates(DR 4/-), Solar Regeneration |
| Saves: | Fort +12, Ref +5, Will +3 |
| Abilities: | Str 14(+2), Dex 18(+4), Con 16(+3), Int 3(-4), Wis 10(+0), Cha 2(-4) |
| Skills: | Climb +9, Hide +12, Spot +12 |
| Feats: | Toughness, Weapon Focus (claw) |
| Possessions: | None |
| Organization: | — |
| Challenge Rating: | 1 |
| Allegiances: | None |
| Advancement: | |
| Level Adjustment: | — |
Combat
Poison: Fort DC 18, Initial 1d6 Con damage, Secondary 1d6 Con damage.
Solar Regeneration: Regains 2 HP per turn when in sunlight.
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→ Campaign Settings → Fallout → Creatures
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