the Jester
Legend
SCORPION
Source: 1e Monster Manual.
The world is full of vermin of all sizes. Monstrous scorpions are amongst the most dangerous, typically having deadly poison and a pair of fierce claws capable of seizing prey. Some monstrous scorpions glow faintly in the dark, especially when exposed to the strange radiations in the Underdark.
Monstrous scorpions can be found in any terrain but are most common in deserts, wastelands and rocky areas. They tend to attack if disturbed, and many species are highly aggressive.
Giant Black Scorpion --- Level 1 Brute
Medium natural beast (scorpion) --- XP 100
HP 36; Bloodied 18 Initiative +0
AC 14; Fortitude 14; Reflex 11; Will 11 Perception +1
Speed 6 Tremorsense 5
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have more than one grabbed victim.
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2d6+3 damage and a medium or smaller target is grabbed (escape DC 12).
MINOR ACTIONS
(melee) Sting (poison) * Recharge 4 5 6
Attack: Melee 1 (one creature grabbed by the scorpion); +4 vs. Fortitude.
Hit: 1d6 poison damage, plus ongoing 5 poison (save ends).
---
Str 19 Dex 11 Wis 13
Con 16 Int 2 Cha 10
Alignment unaligned Languages -
Giant Yellow Scorpion --- Level 8 Minion Soldier
Small natural beast (scorpion) --- XP 88
HP 1; a missed attack never damages a minion Initiative +9
AC 24; Fortitude 23; Reflex 21; Will 18 Perception +7
Speed 7 Tremorsense 10
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have a creature grabbed.
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage, and the scorpion grabs the target (escape DC 15).
(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 1 (one immobilized or restrained creature); +11 vs. Fortitude.
Hit: 7 damage and ongoing 5 poison damage (save ends).
---
Str 16 Dex 17 Wis 17
Con 20 Int 2 Cha 5
Alignment unaligned Languages -
Enormous Yellow Scorpion --- Level 10 Brute
Huge natural beast (scorpion) --- XP 500
HP 130; Bloodied 65 Initiative +7
AC 22; Fortitude 25; Reflex 21; Will 22 Perception +9
Speed 6 Tremorsense 20
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have more than one creature grabbed.
Attack: Melee 2 (one creature); +15 vs. AC.
Hit: 2d8+9 damage, and the scorpion grabs the target (escape DC 18).
Pincers * At Will
Requirement: The scorpion may not have a creature grabbed.
Effect: The scorpion uses claw against two different targets.
(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 2 (one immobilized or restrained creature); +13 vs. Fortitude.
Hit: 1d12+10 damage plus ongoing 10 poison damage (save ends).
TRIGGERED ACTIONS
Killing Frenzy * Encounter
Trigger: The scorpion becomes bloodied.
Effect (Immediate Reaction): The scorpion makes a poisonous stinger attack against each creature within 2 squares of it, regardless of whether that creature is immobilized or restrained.
---
Str 22 Dex 15 Wis 18
Con 20 Int 2 Cha 5
Alignment unaligned Languages -
Source: 1e Monster Manual.
The world is full of vermin of all sizes. Monstrous scorpions are amongst the most dangerous, typically having deadly poison and a pair of fierce claws capable of seizing prey. Some monstrous scorpions glow faintly in the dark, especially when exposed to the strange radiations in the Underdark.
Monstrous scorpions can be found in any terrain but are most common in deserts, wastelands and rocky areas. They tend to attack if disturbed, and many species are highly aggressive.
Giant Black Scorpion --- Level 1 Brute
Medium natural beast (scorpion) --- XP 100
HP 36; Bloodied 18 Initiative +0
AC 14; Fortitude 14; Reflex 11; Will 11 Perception +1
Speed 6 Tremorsense 5
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have more than one grabbed victim.
Attack: Melee 1 (one creature); +6 vs. AC.
Hit: 2d6+3 damage and a medium or smaller target is grabbed (escape DC 12).
MINOR ACTIONS
(melee) Sting (poison) * Recharge 4 5 6
Attack: Melee 1 (one creature grabbed by the scorpion); +4 vs. Fortitude.
Hit: 1d6 poison damage, plus ongoing 5 poison (save ends).
---
Str 19 Dex 11 Wis 13
Con 16 Int 2 Cha 10
Alignment unaligned Languages -
Giant Yellow Scorpion --- Level 8 Minion Soldier
Small natural beast (scorpion) --- XP 88
HP 1; a missed attack never damages a minion Initiative +9
AC 24; Fortitude 23; Reflex 21; Will 18 Perception +7
Speed 7 Tremorsense 10
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have a creature grabbed.
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage, and the scorpion grabs the target (escape DC 15).
(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 1 (one immobilized or restrained creature); +11 vs. Fortitude.
Hit: 7 damage and ongoing 5 poison damage (save ends).
---
Str 16 Dex 17 Wis 17
Con 20 Int 2 Cha 5
Alignment unaligned Languages -
Enormous Yellow Scorpion --- Level 10 Brute
Huge natural beast (scorpion) --- XP 500
HP 130; Bloodied 65 Initiative +7
AC 22; Fortitude 25; Reflex 21; Will 22 Perception +9
Speed 6 Tremorsense 20
STANDARD ACTIONS
(mbasic) Claw * At Will
Requirement: The scorpion may not have more than one creature grabbed.
Attack: Melee 2 (one creature); +15 vs. AC.
Hit: 2d8+9 damage, and the scorpion grabs the target (escape DC 18).
Pincers * At Will
Requirement: The scorpion may not have a creature grabbed.
Effect: The scorpion uses claw against two different targets.
(melee) Poisonous Stinger (poison) * At Will
Attack: Melee 2 (one immobilized or restrained creature); +13 vs. Fortitude.
Hit: 1d12+10 damage plus ongoing 10 poison damage (save ends).
TRIGGERED ACTIONS
Killing Frenzy * Encounter
Trigger: The scorpion becomes bloodied.
Effect (Immediate Reaction): The scorpion makes a poisonous stinger attack against each creature within 2 squares of it, regardless of whether that creature is immobilized or restrained.
---
Str 22 Dex 15 Wis 18
Con 20 Int 2 Cha 5
Alignment unaligned Languages -