Scorpionfolk are humanoid creatures with scorpion-like traits. They have increased Constitution and Strength, live 30-50 years on average but some can live up to 150 years, and tend towards chaotic alignments. Scorpionfolk have a natural armor class of 13 + Dexterity due to their hardened exoskeletons. They can use their stingers to deal piercing damage and poison opponents with a Constitution saving throw.
Scorpionfolk are humanoid creatures with scorpion-like traits. They have increased Constitution and Strength, live 30-50 years on average but some can live up to 150 years, and tend towards chaotic alignments. Scorpionfolk have a natural armor class of 13 + Dexterity due to their hardened exoskeletons. They can use their stingers to deal piercing damage and poison opponents with a Constitution saving throw.
Scorpionfolk are humanoid creatures with scorpion-like traits. They have increased Constitution and Strength, live 30-50 years on average but some can live up to 150 years, and tend towards chaotic alignments. Scorpionfolk have a natural armor class of 13 + Dexterity due to their hardened exoskeletons. They can use their stingers to deal piercing damage and poison opponents with a Constitution saving throw.
Your Constitution score increases by 2 and your Strength score increases by 1. Age Scorpionfolk mature around 5 to 6 years and average to live up to about 30 to 50 years on average with some subspecies being able to live up to 100 or 150 under the right circumstances. Alignment Scorpionfolk tends to lean more towards chaotic alignments Size Your about the average height and weight as a human averaging about 5 to 6 feet and 150 to 200 pounds. Your size is medium Speed Your base movement speed is 30ft. Blindsight 60ft You can perceive your surroundings without relying on your sight, within a 60 foot radius around you. However, you cannot see anything outside of this radius which gives you disadvantage on attack rolls and perception checks. Carapace Your hardened exoskeleton gives you a natural armor class of 13 + your Dexterity modifier. Stinger You can use your stinger to deal 1d6 piercing damage. The target must succeed a DC Constitution saving throw or take an additional 2d4 poison damage, taking half as much on a successful save. The poison damage increases to 3d4 at 5th level, 4d4 at 11th level, and 5d4 at 16th level. The DC for this is 8 + your proficiency bonus + your Constitution modifier. You can only deal poison damage this way once every short or long rest. Language You can speak, read, and write Common and Abyssal