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Dog Moon's Creatures [Updated 10-05-13]
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<blockquote data-quote="Dog Moon" data-source="post: 2838517" data-attributes="member: 23023"><p><strong>Horace the Scorpion Killer</strong></p><p></p><p><span style="color: DeepSkyBlue">Horace the Scorpion Killer</span></p><p><span style="color: DeepSkyBlue">Man scorpion Marshal 7 (CR: 11)</span></p><p><span style="color: DeepSkyBlue">Large Monstrous Humanoid</span></p><p><span style="color: DeepSkyBlue">HD:</span> 13d8+39 ; hp 119</p><p><span style="color: DeepSkyBlue">Init </span> +4</p><p><span style="color: DeepSkyBlue">Spd:</span> 35 ft. [base of 50 ft.]</p><p><span style="color: DeepSkyBlue">AC:</span> 21 (-1 size, +7 nat, +5 armor), touch 9, flat-footed 21</p><p></p><p><span style="color: DeepSkyBlue">BA/Grapple:</span> +11/+19</p><p><span style="color: DeepSkyBlue">Attack:</span> Glaive +16 [+18 v. vermin and humans] (1d10+7 ; 19-20/x3) [1d10+9 +2d6 v. vermin and humans] and sting +10 (1d6+2 plus poison)</p><p><span style="color: DeepSkyBlue">S/R:</span> 10ft/5ft (10ft w/glaive)</p><p><span style="color: DeepSkyBlue">SA:</span> Poison</p><p><span style="color: DeepSkyBlue">SQ:</span> Darkvision 60 ft, tremorsense 60 ft., Minor Aura (4), Major Aura (+2 ; 2), Grant Move action 1/day</p><p></p><p><span style="color: DeepSkyBlue">AL</span> LE</p><p><span style="color: DeepSkyBlue">Fort</span> +12,<span style="color: DeepSkyBlue"> Ref</span> +4, <span style="color: DeepSkyBlue">Will</span> +10</p><p><span style="color: DeepSkyBlue">Str</span> 19, <span style="color: DeepSkyBlue">Dex </span> 10, <span style="color: DeepSkyBlue">Con</span> 14, <span style="color: DeepSkyBlue">Int</span> 10,<span style="color: DeepSkyBlue"> Wis</span> 10, <span style="color: DeepSkyBlue">Cha</span> 18</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Bluff +11, Climb +14, Hide +10, Intimidate +11, Sense Motive +7, Spot +17</p><p><span style="color: DeepSkyBlue">Languages:</span> Common</p><p></p><p><span style="color: DeepSkyBlue">Feats (5): </span> Skill Focus (Diplomacy ; Bonus), Power Attack, Improved Critical, Ability Focus (Poison), Improved Toughness, Improved Initiative</p><p></p><p><span style="color: DeepSkyBlue">Poison:</span> Fort DC 17. 1d4 Con/1d4 Con. Save is Constitution-based.</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Has a +4 racial bonus on Climb, Hide, and Spot checks.</p><p></p><p><span style="color: DeepSkyBlue">Auras:</span> Affects all allies within 60 feet.</p><p><span style="color: DeepSkyBlue">Minor Auras:</span></p><p>Master of Tactics: Cha bonus to damage when flanking.</p><p>Demand Fortitude: Cha bonus to Fortitude saves.</p><p>Accurate Strike: Cha bonus on rolls made to confirm critical hits.</p><p>Over the Top: Cha bonus on damage when charging.</p><p></p><p><span style="color: DeepSkyBlue">Major Auras:</span></p><p>Motivate Ardor: +2 bonus on damage rolls.</p><p>Motivate Urgency: Allies' base land speed is increased by 10 feet.</p><p></p><p><span style="color: DeepSkyBlue">Equipment</span> 21,675gp</p><p>+1 Human Bane Vermin Bane Glaive 18300gp.</p><p>Everfull Waterskin 800gp</p><p>Potion of Cure Moderate 300gp</p><p>Potion of Fly 750gp</p><p>Silver Pendant of a Scorpion with a spear through it 75gp</p><p>+1 Chitin Armor 1,450gp</p><p></p><p><span style="color: DeepSkyBlue">Everful Mug (Arms and Equipment)</span></p><p>With a command word, this common-looking mug fills with 12 ounces of water, cheap ale, or watery wine (user's choice). It functions three times per day.</p><p>Caster Level: 1st; Prerequisites: Craft Wondrous Item, create water; Market Price: 800 gp; Weight: -- . </p><p></p><p><span style="color: DeepSkyBlue">Description</span></p><p><em>Horace the Scorpion Killer is half man and half scorpion. Dirt covers his muscles, but through that layer of dirt, his face is kept neatly trimmed and his sandy brown hair short as befitting an officer in an army. He stands straight, head held high, eyes looking forward filled with coldness and rage among a hard, blank face. Scars mar his uncovered body, the trophies of countless battles fought. A wicked Glaive rests in his right hand, the blade permanently stained with blood.</em></p><p></p><p><span style="color: DeepSkyBlue">History</span></p><p>Horace was a great combatant. He was an officer in the Human army during the war against the Scorpion people. It was a long and difficult battle, but the Humans appeared to finally be winning. Unfortunately, near the end of the war, Horace, during a mission to destroy a Scorpion outpost, was ambushed. He and his men put up a good fight, but they stood little chance. Horace was captured by the Scorpion people because they had heard of his abilities. They didn't kill him. No, that would have been a blessing. Instead, the leader of the Scorpion people, the Scorpion King, decided he was to be transmuted into the very thing the Humans had come to hate: a scorpion kin. After his change, he was freed. He found that the Humans had won the war, though they still hated the Scorpion people. As soon as the Humans saw him, he was outcasted. Though a known leader, he was hated by the Humans.</p><p></p><p>Horace the Scorpion Killer has learned to hate the Humans. He once wanted to find a way to change back into a Human, but he now despises the Humans. Vengeance and leading an army against both the humans and the Scorpion people keeps him alive.</p><p></p><p><span style="color: DeepSkyBlue">Tactics</span></p><p>He lets others charge into battle and fights where he is needed and where his auras can be put to their best use.</p><p></p><p><span style="color: DeepSkyBlue">Adventure Hooks</span></p><p>1. <span style="color: Yellow">Hook:</span> PCs hear of towns being attacked by brigands.</p><p></p><p><span style="color: Yellow">Background:</span> Horace has recruited a large number of bandits and is using them to attack nearby villages, taking anything of value and killing with relish. Despite losses during these raids, the bandits are swelling with an influx of people because of the numerous successes of the raids.</p><p></p><p><span style="color: Yellow">Adventure:</span> The PCs must find a way to stop the brigands from attacking. This can be caused in one of two ways: annihilate the brigand forces or kill their leader. The first option, however, is only temporary.</p><p></p><p><span style="color: Yellow">Options:</span> The PCs go searching for the bandits. It shouldn't be too hard to find them. The PCs work on detailing their plan of attack. However, while they are doing this, another village is attacked. Even if the PCs do manage to defeat the group of brigands at the base, there is another group returning from a raid. Horace will be found here, planning out strategies. If a battle begins, he will fight alongside his allies because he knows he is more powerful than them and more capable of stopping any annoying adventurers. In the end, however, Horace doesn't care about the lives of the brigands and will sacrifice as many as them as necessary to escape.</p><p></p><p>OR</p><p></p><p>The PCs decide to protect one of the towns. Unfortunately, without being able to predict the future, there are four more villages nearby that can be attacked. However, if the PCs ask, they learn that the brigands have simply been raiding them in a fairly systematic order, one after another. The PCs can then go to this village, which will be attacked. However, Horace is intelligent and sets up watches and has insiders working for him. He will know when they enter the town and will probably be able to guess their purpose. Horace will send out almost the entirety of his force, leaving only those most trusted with him. If the raid fails, he quickly packs up and leaves, bringing along the brigands reamining with him, hopefully in time to avoid the PCs.</p><p></p><p><span style="color: Yellow">Continuing the Adventure:</span> The adventure can continue in two ways: Horace escapes, goes somewhere else, and continues doing this all over again, or he dies but one of the brigand officers continues to do this work in Horace's name. However, if the latter option occurs, it is unlikely he will ever gain the same following, though to make it interesting, it could be decided that he essentially starts a cult in Horace's name with one of their main goals being to Resurrect Horace.</p><p></p><p></p><p>2. <span style="color: Yellow">Hook:</span> The PCs hear of a Vermin problem. Seems that their services in clearing out these Vermin would be greatly appreciated.</p><p></p><p><span style="color: Yellow">Background:</span> A Druid named Jerik has found a small town that he likes and fancies a certain farmgirl name Rowanna. He proposed to her, but her father was against it because he was a total stranger. The next night, Jerik sent a small number of Vermin and killed her father, but that only made the matters worse. No one was able to connect him directly, but he was the only stranger and the only one with a motive. He was imprisoned, but he killed the guard and escaped. For the last week, he has been killing people at night, trying to scare everyone into fleeing or killing them all, whichever came first.</p><p></p><p><span style="color: Yellow">Adventure:</span> The PCs must defeat the Vermin and the one behind them. The easiest way to do this is by waiting until nightfall when the Vermin strike out again. During this night, Horace appears, killing Vermin left and right.</p><p></p><p><span style="color: Yellow">Options:</span> They can follow some of the Vermin into the building Jerik has chosen to take over until her has killed everyone: a farmhouse near that of Rowanna's family. They confront Jerik and defeat him, probably killing him.</p><p></p><p>OR</p><p></p><p>They spend time searching for him, which may or may not be successful. If nothing else, during the night, they will wake up to sounds of screaming and can return to option one.</p><p></p><p>OR</p><p></p><p>They move to protect Rowanna. A poor idea because Jerik will continue killing everyone. Fortunately, Horace appears. He kills the Druid and leaves. Word of this spreads and the PCs' reputation will probably be hurt.</p><p></p><p><span style="color: Yellow">Continuing the Adventure:</span> This adventure can continue only if the Druid escapes, though that adventure would only be Jerik attempting to gain Rowanna's hand in marriage, forcefully or not. This adventure does not continue even if the PCs befriend Horace and unless the PCs consist mainly of Humans, their encounter could perhaps grant them the additional contact in the form of Horace.</p><p></p><p><span style="color: DarkRed">Human: Player's Handbook</span></p><p><span style="color: DarkRed">Marshal Class: Miniature's Handbook</span></p><p><span style="color: DarkRed">Scorpion: Monster Manual</span></p><p><span style="color: DarkRed">Tauric Template: Savage Species</span></p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2838517, member: 23023"] [b]Horace the Scorpion Killer[/b] [COLOR=DeepSkyBlue]Horace the Scorpion Killer Man scorpion Marshal 7 (CR: 11) Large Monstrous Humanoid[/COLOR] [COLOR=DeepSkyBlue]HD:[/COLOR] 13d8+39 ; hp 119 [COLOR=DeepSkyBlue]Init [/COLOR] +4 [COLOR=DeepSkyBlue]Spd:[/COLOR] 35 ft. [base of 50 ft.] [COLOR=DeepSkyBlue]AC:[/COLOR] 21 (-1 size, +7 nat, +5 armor), touch 9, flat-footed 21 [COLOR=DeepSkyBlue]BA/Grapple:[/COLOR] +11/+19 [COLOR=DeepSkyBlue]Attack:[/COLOR] Glaive +16 [+18 v. vermin and humans] (1d10+7 ; 19-20/x3) [1d10+9 +2d6 v. vermin and humans] and sting +10 (1d6+2 plus poison) [COLOR=DeepSkyBlue]S/R:[/COLOR] 10ft/5ft (10ft w/glaive) [COLOR=DeepSkyBlue]SA:[/COLOR] Poison [COLOR=DeepSkyBlue]SQ:[/COLOR] Darkvision 60 ft, tremorsense 60 ft., Minor Aura (4), Major Aura (+2 ; 2), Grant Move action 1/day [COLOR=DeepSkyBlue]AL[/COLOR] LE [COLOR=DeepSkyBlue]Fort[/COLOR] +12,[COLOR=DeepSkyBlue] Ref[/COLOR] +4, [COLOR=DeepSkyBlue]Will[/COLOR] +10 [COLOR=DeepSkyBlue]Str[/COLOR] 19, [COLOR=DeepSkyBlue]Dex [/COLOR] 10, [COLOR=DeepSkyBlue]Con[/COLOR] 14, [COLOR=DeepSkyBlue]Int[/COLOR] 10,[COLOR=DeepSkyBlue] Wis[/COLOR] 10, [COLOR=DeepSkyBlue]Cha[/COLOR] 18 [COLOR=DeepSkyBlue]Skills:[/COLOR] Bluff +11, Climb +14, Hide +10, Intimidate +11, Sense Motive +7, Spot +17 [COLOR=DeepSkyBlue]Languages:[/COLOR] Common [COLOR=DeepSkyBlue]Feats (5): [/COLOR] Skill Focus (Diplomacy ; Bonus), Power Attack, Improved Critical, Ability Focus (Poison), Improved Toughness, Improved Initiative [COLOR=DeepSkyBlue]Poison:[/COLOR] Fort DC 17. 1d4 Con/1d4 Con. Save is Constitution-based. [COLOR=DeepSkyBlue]Skills:[/COLOR] Has a +4 racial bonus on Climb, Hide, and Spot checks. [COLOR=DeepSkyBlue]Auras:[/COLOR] Affects all allies within 60 feet. [COLOR=DeepSkyBlue]Minor Auras:[/COLOR] Master of Tactics: Cha bonus to damage when flanking. Demand Fortitude: Cha bonus to Fortitude saves. Accurate Strike: Cha bonus on rolls made to confirm critical hits. Over the Top: Cha bonus on damage when charging. [COLOR=DeepSkyBlue]Major Auras:[/COLOR] Motivate Ardor: +2 bonus on damage rolls. Motivate Urgency: Allies' base land speed is increased by 10 feet. [COLOR=DeepSkyBlue]Equipment[/COLOR] 21,675gp +1 Human Bane Vermin Bane Glaive 18300gp. Everfull Waterskin 800gp Potion of Cure Moderate 300gp Potion of Fly 750gp Silver Pendant of a Scorpion with a spear through it 75gp +1 Chitin Armor 1,450gp [COLOR=DeepSkyBlue]Everful Mug (Arms and Equipment)[/COLOR] With a command word, this common-looking mug fills with 12 ounces of water, cheap ale, or watery wine (user's choice). It functions three times per day. Caster Level: 1st; Prerequisites: Craft Wondrous Item, create water; Market Price: 800 gp; Weight: -- . [COLOR=DeepSkyBlue]Description[/COLOR] [I]Horace the Scorpion Killer is half man and half scorpion. Dirt covers his muscles, but through that layer of dirt, his face is kept neatly trimmed and his sandy brown hair short as befitting an officer in an army. He stands straight, head held high, eyes looking forward filled with coldness and rage among a hard, blank face. Scars mar his uncovered body, the trophies of countless battles fought. A wicked Glaive rests in his right hand, the blade permanently stained with blood.[/I] [COLOR=DeepSkyBlue]History[/COLOR] Horace was a great combatant. He was an officer in the Human army during the war against the Scorpion people. It was a long and difficult battle, but the Humans appeared to finally be winning. Unfortunately, near the end of the war, Horace, during a mission to destroy a Scorpion outpost, was ambushed. He and his men put up a good fight, but they stood little chance. Horace was captured by the Scorpion people because they had heard of his abilities. They didn't kill him. No, that would have been a blessing. Instead, the leader of the Scorpion people, the Scorpion King, decided he was to be transmuted into the very thing the Humans had come to hate: a scorpion kin. After his change, he was freed. He found that the Humans had won the war, though they still hated the Scorpion people. As soon as the Humans saw him, he was outcasted. Though a known leader, he was hated by the Humans. Horace the Scorpion Killer has learned to hate the Humans. He once wanted to find a way to change back into a Human, but he now despises the Humans. Vengeance and leading an army against both the humans and the Scorpion people keeps him alive. [COLOR=DeepSkyBlue]Tactics[/COLOR] He lets others charge into battle and fights where he is needed and where his auras can be put to their best use. [COLOR=DeepSkyBlue]Adventure Hooks[/COLOR] 1. [COLOR=Yellow]Hook:[/COLOR] PCs hear of towns being attacked by brigands. [COLOR=Yellow]Background:[/COLOR] Horace has recruited a large number of bandits and is using them to attack nearby villages, taking anything of value and killing with relish. Despite losses during these raids, the bandits are swelling with an influx of people because of the numerous successes of the raids. [COLOR=Yellow]Adventure:[/COLOR] The PCs must find a way to stop the brigands from attacking. This can be caused in one of two ways: annihilate the brigand forces or kill their leader. The first option, however, is only temporary. [COLOR=Yellow]Options:[/COLOR] The PCs go searching for the bandits. It shouldn't be too hard to find them. The PCs work on detailing their plan of attack. However, while they are doing this, another village is attacked. Even if the PCs do manage to defeat the group of brigands at the base, there is another group returning from a raid. Horace will be found here, planning out strategies. If a battle begins, he will fight alongside his allies because he knows he is more powerful than them and more capable of stopping any annoying adventurers. In the end, however, Horace doesn't care about the lives of the brigands and will sacrifice as many as them as necessary to escape. OR The PCs decide to protect one of the towns. Unfortunately, without being able to predict the future, there are four more villages nearby that can be attacked. However, if the PCs ask, they learn that the brigands have simply been raiding them in a fairly systematic order, one after another. The PCs can then go to this village, which will be attacked. However, Horace is intelligent and sets up watches and has insiders working for him. He will know when they enter the town and will probably be able to guess their purpose. Horace will send out almost the entirety of his force, leaving only those most trusted with him. If the raid fails, he quickly packs up and leaves, bringing along the brigands reamining with him, hopefully in time to avoid the PCs. [COLOR=Yellow]Continuing the Adventure:[/COLOR] The adventure can continue in two ways: Horace escapes, goes somewhere else, and continues doing this all over again, or he dies but one of the brigand officers continues to do this work in Horace's name. However, if the latter option occurs, it is unlikely he will ever gain the same following, though to make it interesting, it could be decided that he essentially starts a cult in Horace's name with one of their main goals being to Resurrect Horace. 2. [COLOR=Yellow]Hook:[/COLOR] The PCs hear of a Vermin problem. Seems that their services in clearing out these Vermin would be greatly appreciated. [COLOR=Yellow]Background:[/COLOR] A Druid named Jerik has found a small town that he likes and fancies a certain farmgirl name Rowanna. He proposed to her, but her father was against it because he was a total stranger. The next night, Jerik sent a small number of Vermin and killed her father, but that only made the matters worse. No one was able to connect him directly, but he was the only stranger and the only one with a motive. He was imprisoned, but he killed the guard and escaped. For the last week, he has been killing people at night, trying to scare everyone into fleeing or killing them all, whichever came first. [COLOR=Yellow]Adventure:[/COLOR] The PCs must defeat the Vermin and the one behind them. The easiest way to do this is by waiting until nightfall when the Vermin strike out again. During this night, Horace appears, killing Vermin left and right. [COLOR=Yellow]Options:[/COLOR] They can follow some of the Vermin into the building Jerik has chosen to take over until her has killed everyone: a farmhouse near that of Rowanna's family. They confront Jerik and defeat him, probably killing him. OR They spend time searching for him, which may or may not be successful. If nothing else, during the night, they will wake up to sounds of screaming and can return to option one. OR They move to protect Rowanna. A poor idea because Jerik will continue killing everyone. Fortunately, Horace appears. He kills the Druid and leaves. Word of this spreads and the PCs' reputation will probably be hurt. [COLOR=Yellow]Continuing the Adventure:[/COLOR] This adventure can continue only if the Druid escapes, though that adventure would only be Jerik attempting to gain Rowanna's hand in marriage, forcefully or not. This adventure does not continue even if the PCs befriend Horace and unless the PCs consist mainly of Humans, their encounter could perhaps grant them the additional contact in the form of Horace. [COLOR=DarkRed]Human: Player's Handbook Marshal Class: Miniature's Handbook Scorpion: Monster Manual Tauric Template: Savage Species[/COLOR] [/QUOTE]
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