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<blockquote data-quote="the Jester" data-source="post: 5502438" data-attributes="member: 1210"><p>The scorpionfolk, updated to MM3 stats. </p><p></p><p>Comments: I added the "You're Not Going Anywhere" ability to both the minion and the soldier version in order to give them more soldieriness. Other than that, I adjust the driver's Driving Attack a tiny bit- otherwise, it was largely a basic attack with a rider if you moved first.</p><p></p><p><strong><span style="font-size: 18px">SCORPIONFOLK </span> </strong></p><p><strong> Source:</strong> 3e Monsters of Faerun.</p><p> </p><p>Tlincallis, also called scorpionfolk or stingers, are horrific monsters that combine the worst features of humanity with the deadliest aspect of a scorpion. A tlincallis (singular and plural) has a humanoid torso, arms and head. Its skin is a dark red color, sometimes mottled with black or deep grays. The hands of a tlincallis have only two broad, strong fingers and a thumb. It is hairless, with red, glowing eyes. Its lower body is scorpion-like, with six legs and a long, stinger-bearing tail. </p><p> </p><p>Scorpionfolk live in desert cities, beneath which are thriving networks of burrows and tunnels. They often take humans and dwarves as slaves, forcing them to mine and craft weapons. </p><p></p><p><strong><span style="font-size: 15px">Scorpionfolk Nomad --- Level 12 Minion Soldier </span></strong> </p><p>Large natural humanoid (scorpion) --- XP 175 </p><p>HP 1; a missed attack never damages a minion Initiative +12</p><p>AC 26; Fortitude 26; Reflex 24; Will 24 Perception +6</p><p>Speed 6 Tremorsense 6</p><p><strong></strong></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Sting (poison) * At Will</strong></p><p> Attack: +17 vs. AC (one creature); 7 damage and ongoing 5 poison (save ends).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(m) You're Not Going Anywhere * At Will</strong></p><p> Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk nomad.</p><p> Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex.</p><p> Hit: 5 damage, and the target is knocked prone.</p><p>---</p><p>Str 23 Dex 19 Wis 11</p><p>Con 14 Int 8 Cha 19</p><p>Alignment evil Languages Tlincallis</p><p></p><p><strong><span style="font-size: 15px">Scorpionfolk Reaver --- Level 12 Soldier </span></strong> </p><p>Large natural humanoid (scorpion) --- XP 700 </p><p>HP 118; Bloodied 59 Initiative +12</p><p>AC 28; Fortitude 26; Reflex 24; Will 24 Perception +6</p><p>Speed 6 Tremorsense 6</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Sting (poison) * At Will</strong></p><p> Attack: Melee 1 (one creature); +17 vs. AC.</p><p> Hit: 2d8+4 damage and ongoing 10 poison (save ends).</p><p></p><p><strong>(m) Invigorate Venom (poison) * Recharge 5 6</strong></p><p> Requirement: The target must have ongoing poison damage. </p><p> Attack: Melee 1 (one creature); +15 vs. Fortitude. </p><p> Hit: 3d8+7 poison damage, and the target's ongoing poison damage increases by 5. </p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong>(m) You're Not Going Anywhere * At Will</strong></p><p> Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk reaver.</p><p> Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex.</p><p> Hit: 2d8+4 damage, and the target is knocked prone.</p><p>---</p><p>Str 23 Dex 19 Wis 11</p><p>Con 14 Int 8 Cha 19</p><p>Alignment evil Languages Tlincallis</p><p></p><p><strong><span style="font-size: 15px">Scorpionfolk Driver --- Level 14 Skirmisher </span></strong> </p><p>Large natural humanoid (scorpion) --- XP 900 </p><p>HP 135; Bloodied 67 Initiative +13</p><p>AC 28; Fortitude 28; Reflex 25; Will 26 Perception +7</p><p>Speed 6 Tremorsense 6</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Sting (poison) * At Will</strong></p><p> Attack: Melee 1 (one creature); +19 vs. AC.</p><p> Hit: 1d10+10 damage plus ongoing 10 poison (save ends).</p><p></p><p><strong>(m) Driving Attack (poison) * At Will</strong></p><p> Requirement: The scorpionfolk driver must move or shift at least 3 squares during its turn before using this attack.</p><p> Attack: Melee 1 (one creature); +19 vs. AC.</p><p> Hit: 1d10+10 damage plus ongoing 10 poison (save ends).</p><p> Effect: The scorpionfolk driver pushes the target 1 square (2 on a critical hit).</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong>Skitter * At Will</strong></p><p> Effect: The scorpionfolk driver shifts 3 squares.</p><p>---</p><p>Str 24 Dex 19 Wis 11</p><p>Con 15 Int 13 Cha 20</p><p>Alignment evil Languages Tlincallis</p><p></p><p><strong><span style="font-size: 15px">Scorpionfolk Magus --- Level 15 Controller </span></strong> </p><p>Large natural humanoid (scorpion) --- XP 1000 </p><p>HP 143; Bloodied 71 Initiative +11</p><p>AC 29; Fortitude 27; Reflex 26; Will 30\ Perception +7</p><p>Speed 6 Tremorsense 6</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Sting (poison) * At Will</strong></p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 1d10+7 damage plus ongoing 15 poison (save ends).</p><p></p><p><strong>(m) Slowing Sting (poison) * At Will</strong></p><p> Attack: Melee 1 (one creature); +19 vs. Fortitude; 2d10+12 poison damage and the target is slowed (save ends).</p><p></p><p><strong>(r) Venom Bolt (poison) * At Will</strong></p><p> Attack: Ranged 6 (one creature); +20 vs. Fortitude.</p><p> Hit: 2d10+7 poison damage and the target is slowed and takes ongoing 5 poison damage (save ends).</p><p> Effect: Each creature adjacent to the target takes 5 poison damage.</p><p>---</p><p>Str 20 Dex 19 Wis 11</p><p>Con 15 Int 13 Cha 26</p><p>Alignment evil Languages Tlincallis</p></blockquote><p></p>
[QUOTE="the Jester, post: 5502438, member: 1210"] The scorpionfolk, updated to MM3 stats. Comments: I added the "You're Not Going Anywhere" ability to both the minion and the soldier version in order to give them more soldieriness. Other than that, I adjust the driver's Driving Attack a tiny bit- otherwise, it was largely a basic attack with a rider if you moved first. [B][SIZE=5]SCORPIONFOLK [/SIZE] Source:[/B] 3e Monsters of Faerun. Tlincallis, also called scorpionfolk or stingers, are horrific monsters that combine the worst features of humanity with the deadliest aspect of a scorpion. A tlincallis (singular and plural) has a humanoid torso, arms and head. Its skin is a dark red color, sometimes mottled with black or deep grays. The hands of a tlincallis have only two broad, strong fingers and a thumb. It is hairless, with red, glowing eyes. Its lower body is scorpion-like, with six legs and a long, stinger-bearing tail. Scorpionfolk live in desert cities, beneath which are thriving networks of burrows and tunnels. They often take humans and dwarves as slaves, forcing them to mine and craft weapons. [B][SIZE=4]Scorpionfolk Nomad --- Level 12 Minion Soldier [/SIZE][/B] Large natural humanoid (scorpion) --- XP 175 HP 1; a missed attack never damages a minion Initiative +12 AC 26; Fortitude 26; Reflex 24; Will 24 Perception +6 Speed 6 Tremorsense 6 [B] STANDARD ACTIONS (mbasic) Sting (poison) * At Will[/B] Attack: +17 vs. AC (one creature); 7 damage and ongoing 5 poison (save ends). [B]TRIGGERED ACTIONS (m) You're Not Going Anywhere * At Will[/B] Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk nomad. Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex. Hit: 5 damage, and the target is knocked prone. --- Str 23 Dex 19 Wis 11 Con 14 Int 8 Cha 19 Alignment evil Languages Tlincallis [B][SIZE=4]Scorpionfolk Reaver --- Level 12 Soldier [/SIZE][/B] Large natural humanoid (scorpion) --- XP 700 HP 118; Bloodied 59 Initiative +12 AC 28; Fortitude 26; Reflex 24; Will 24 Perception +6 Speed 6 Tremorsense 6 [B]STANDARD ACTIONS (mbasic) Sting (poison) * At Will[/B] Attack: Melee 1 (one creature); +17 vs. AC. Hit: 2d8+4 damage and ongoing 10 poison (save ends). [B](m) Invigorate Venom (poison) * Recharge 5 6[/B] Requirement: The target must have ongoing poison damage. Attack: Melee 1 (one creature); +15 vs. Fortitude. Hit: 3d8+7 poison damage, and the target's ongoing poison damage increases by 5. [B]TRIGGERED ACTIONS (m) You're Not Going Anywhere * At Will[/B] Trigger: An enemy moves or shifts out of a square adjacent to the scorpionfolk reaver. Attack (Opportunity Action): Melee 1 (the triggering creature); +17 vs. Reflex. Hit: 2d8+4 damage, and the target is knocked prone. --- Str 23 Dex 19 Wis 11 Con 14 Int 8 Cha 19 Alignment evil Languages Tlincallis [B][SIZE=4]Scorpionfolk Driver --- Level 14 Skirmisher [/SIZE][/B] Large natural humanoid (scorpion) --- XP 900 HP 135; Bloodied 67 Initiative +13 AC 28; Fortitude 28; Reflex 25; Will 26 Perception +7 Speed 6 Tremorsense 6 [B]STANDARD ACTIONS (mbasic) Sting (poison) * At Will[/B] Attack: Melee 1 (one creature); +19 vs. AC. Hit: 1d10+10 damage plus ongoing 10 poison (save ends). [B](m) Driving Attack (poison) * At Will[/B] Requirement: The scorpionfolk driver must move or shift at least 3 squares during its turn before using this attack. Attack: Melee 1 (one creature); +19 vs. AC. Hit: 1d10+10 damage plus ongoing 10 poison (save ends). Effect: The scorpionfolk driver pushes the target 1 square (2 on a critical hit). [B]MOVE ACTIONS Skitter * At Will[/B] Effect: The scorpionfolk driver shifts 3 squares. --- Str 24 Dex 19 Wis 11 Con 15 Int 13 Cha 20 Alignment evil Languages Tlincallis [B][SIZE=4]Scorpionfolk Magus --- Level 15 Controller [/SIZE][/B] Large natural humanoid (scorpion) --- XP 1000 HP 143; Bloodied 71 Initiative +11 AC 29; Fortitude 27; Reflex 26; Will 30\ Perception +7 Speed 6 Tremorsense 6 [B]STANDARD ACTIONS (mbasic) Sting (poison) * At Will[/B] Attack: Melee 1 (one creature); +20 vs. AC. Hit: 1d10+7 damage plus ongoing 15 poison (save ends). [B](m) Slowing Sting (poison) * At Will[/B] Attack: Melee 1 (one creature); +19 vs. Fortitude; 2d10+12 poison damage and the target is slowed (save ends). [B](r) Venom Bolt (poison) * At Will[/B] Attack: Ranged 6 (one creature); +20 vs. Fortitude. Hit: 2d10+7 poison damage and the target is slowed and takes ongoing 5 poison damage (save ends). Effect: Each creature adjacent to the target takes 5 poison damage. --- Str 20 Dex 19 Wis 11 Con 15 Int 13 Cha 26 Alignment evil Languages Tlincallis [/QUOTE]
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