Enormous Scorpion: Difference between revisions
m (Text replacement - " <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->" to " <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat...) |
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Vermin | | Type | Vermin | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | | | Subtype | | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin | ||
If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | ||
If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
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| NudgePriToHit = | | NudgePriToHit = | ||
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| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
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| NudgeTerToHit = | | NudgeTerToHit = | ||
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| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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is given the "Swarm" role. It replaces the default "Personal Space Issues" power | is given the "Swarm" role. It replaces the default "Personal Space Issues" power | ||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | ||
the Distracted | the Distracted condition when they damage a foe (or it grants an area of affect | ||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | Issues" or "Darken the Sky" power to appear when this monster is designated as a |
Latest revision as of 22:23, 7 January 2023
Enormous Scorpion (CR 3)
Neutral - Medium - Vermin |
---|
Lore: | Know (Nature) | ||
6 | 21 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Tremorsense 30 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
51 | 25 | 4 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +1 |
Will: | +1 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Offense
- Maneuver Offense Notes: +2 on Grapples
Standard Attack (Melee):
- 1x Sting +6 (1d10+2/x2)
as piercing (physical, common)
poison (see below)
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
19 |
STR |
10 |
DEX |
16 |
CON |
— |
INT |
10 |
WIS |
2 |
CHA |
Special Abilities
Scorpion Venom (Ex) Automatic Upon Sting |
Whenever the scorpion stings a foe, it may inflict a mild poison:
|
Grab (Ex) Free Action after Claw Attack |
As a free action, whenever a scorpion succeeds in a melee attack with its claws, it may attempt to Grab that target, rolling its Maneuver Offense (1d20+5) against the target's Maneuver Defense. |
Enormous Scorpion
The Enormous Scorpion is one of the myriad of monstrous vermin which infests the wilderness...although to be fair, they can be found far too easily in cities. Enormous Scorpions come in a variety of colors, and seem to grow such that they blend in with their environment. Scorpions on a tundra will be mottled greenish-brown, as will scorpions in woods. Desert-dwellers will be pale yellow, tan, and light brown. Glacier-dwelling scorpions will be dark to pale blue, with white markings. To everyones dismay, they also adapt well to city life, and mottled grey scorpions have been found in ruins world-wide, not to mention brown ones in sewers and caves everywhere.
Regardless of their color, scorpions are efficient, dangerous vermin, who will use their huge pincers and deadly curled stinger to attack what they see as food without hesitation. Like their smaller cousins, Enormous Scorpions like to curl up and hide in cozy locations, and can be found in burrows beside a river, inside fallen logs or nestled under rotting stumps, or in a city, curled up in barrels (and finding a half-dozen of these awful things in an old well is a nightmare indeed).
Combat Tactics
Scorpions will attack any creature they see, attempting to charge whenever possible, attempting to sting their prey to immobilize it, and grabbing it to help hold it down if the initial effort at stinging doesn't work. In all cases, scorpions seek to use their sting first and most, hoping to get their prey poisoned for consumption.
Out of Combat
Scorpions are mindless, but their instincts make them dangerous indeed. They like to hide, safe and warm, with their deadly stingers at the ready. If they are disturbed, they strike with their stinger, and then move to claw and grapple. They seek out other scorpions, and will attack in swarms or alone without hesitation. They can be grown in captivity, and smarter monsters will often provide a scorpion (or ten) with some nooks and crannies to live in near places they want guarded.
Rewards
XP: 800
Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |