Scorpeus

A race of semi-arthropodic beast folk, the Scorpeus take their name from their similarities to scorpions. Possessing a secondary pair of vice-like pincer-arms, a stinger tail that connects to the spine just below the spine, vice-like mandibles that help with turning prey into mincemeat, and flat feet that allow them to walk in deserts as though they are walking with snow shoes, the Scorpeus are experts at traversing and surviving in the wilderness.

Genetic Ancestor(s)

Scorpeus, the Scorpion Folk

A race of semi-arthropodic beast folk, the Scorpeus take their name from their similarities to scorpions. Possessing a secondary pair of vice-like pincer-arms, a stinger tail that connects to the spine just below the spine, vice-like mandibles that help with turning prey into mincemeat, and flat feet that allow them to walk in deserts as though they are walking with snow shoes, the Scorpeus are experts at traversing and surviving in the wilderness.

Metamorphic Lifecycle

Unlike any other best folk, Scorpeus undergo an incredible transformation. Scorpeus start out life as more scorpion-like, appearing as a mixture between beetle grub and scorpion the size of a small dog, but with the voraciousness of a hog. around 15 years of age, the scorpeus pupate, a process that can last up to 5 years, upon which hatch into an adult Scorpeus. This lifecycle in addition to a propensity for nomadic life often causes this race as a whole to be incredibly introverted, often being not used to conversing with other individuals.

Wandering Hunters

Despite being just as intelligent as other races, the Scorpeus aren't particularly fond of staying in civilization, and often feel restless while within such places. Due to this and their natural adaptations, Scorpeus are wanderers, living life on the road or within the wilds. With their incredible offenses and defensive chitinous skin, the Scorpeus are incredibly durable, surviving more than most creatures. Due to their ability to survive in almost any habitat, and their nervousness in civilization, most races view the Scorpeus as almost feral, and the Scorpeus view other races with scrutiny, seldom trusting them for anything.

Race on the Sidelines

Despite having a presence in Eveynjar since the Fall of Valoreum, the Scorpeus' nomadic or survivalist lifestyle has kept them from developing any proper civilization, and as such, no nation really considers them part of the population. Despite this, the Scorpeus are a rather common sight in Urrudea, who alongside other quirky races, such as the Synapsans and Testoideans, have a much higher population density than any human or elf, especially in the Frinden Desert.

Scorpeus Naming System

Like many of the beast folk, Scorpeus possess their own language, which they call Souctlearledian (other races simply call it Scorpean). See below for possible names, note that Scorpeus names don't differ for gender and they don't have last names.

Names: Bumho, Shindlor, Slad, Jourds, Carcked, Gira, Strurned, Sca, Nathrur, Scrounts

ability score increase: +1 to Awareness or Fortitude
age: mature around age 20 and live for around 150 years
alignment: Usually Reserved in nature
Size: Medium
speed:
Languages: Souctlearledian
parent race: Beast Folk
race features:

Exoskeletal Carapace

Though you possess an internal skeleton, you skin is made of metal-enhanced chitin and acts as armor for you. You cannot wear heavy armor and gain its effects, but you can wear light or medium without repercussions. Additionally, you have natural armor equal to 13 + your Fortitude modifier.

Alch-elemental Tail

You possess a stinger-tail with a stinger that is encased in metal. You can make attacks with it within 5 ft of you, so long as you can see the target and make an attack, dealing 1d6 + Might modifier piercing damage on hit. Additionally, you have the following actions.

Heavy Metal Poison

When you attack with your tail, you can expend 10 SP to release toxic levels of heavy metal into an opponent. The target must make a DC (8 + Fortitude modifier + Alchemy proficiency) Fortitude saving throw. On a fail the target is envenomed and poisoned until they take a long rest. While poisoned this way, the target is magnetized.

Elemental Admixture

When you attack with your tail, you can expend 5 MP to change the damage type to the damage type of a spell you possess. The attack deals an additional 2d6 damage of that damage type.

Inflorescence

When struck with a spell that deals radiant, necrotic, psychic, or absolute damage, Scorpeus will glow in an eerie dim light for 5 minutes that only targets them. Attacks made against them are done with advantage, but at the same time it causes enemies with dark, void, or undead affiliation  to make a DC (8 + your Fortitude modifier + your Intimidation proficiency) Willpower saving throw or be frightened for the duration of the dim glow.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Small object, or wield a weapon that has the light property.

Pincer Action

Your primary arms have a set of pincers on them which you can use with deadly aim. Though you can't hold normal tools with them such as weapons and profession tools. You can hold objects of Small or Larger size. Additionally, you have the following:

  • You have advantage on checks to grapple or pin a target.
  • You can push, shove, and carry objects double the normal for a creature of your size.
  • Unarmed attacks with the claws deal 1d6 + MIG slashing damage.
  • You gain the following actions:
  • Shearing Grasp. As an action, you attack with one of your claws, spending 5 SP to do so. On hit, the target takes 1d8 + Might slashing damage and the target is grappled (Escape DC = 8 + your Might modifier + your Unarmed Proficiency)
  • Pincer Punch. As an action, you sock the target with a closed claw, spending 5 SP to do so. On hit, the target takes 1d8 + Might bludgeoning damage and the target must make a DC (8 + Might modifier + Unarmed proficiency) Fortitude saving throw or be unsteadied until hit or the end of their next turn.

This species has multiple parents, only the first is displayed below.
All parents: