Difference between revisions of "Enormous Scorpion"

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{{Malady
| Name = Scorpion Venom
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| Save-Type = Fort
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| Save-Type =  
| Save-Mod = 2
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| Frequency =  
| Effect = {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per round
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| Fruition = None
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| F-Duration = n/a
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| Frequency =  
| Effect = {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Special-Standard-Dmg}} [[non-lethal damage]] per interval
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| Effect = {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Special-Standard-Dmg}} points of {{dmg|poison}} damage per interval
 
| Fruition = None
 
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Revision as of 16:03, 16 January 2020

Enormous Scorpion

Enormous Scorpion (CR 3)

Neutral - Large - Vermin

General

Lore Check: Know (Nature) (Basic: DC 6; Full: DC 21)
Init: +6
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft., Tremorsense
Passive Perception: 16 (Spot: +6, req's move action)

Defense

AC: 18
Maneuver Defense (MD): 18
Hit Points: 37     (Bloodied Value: 18)    Hit Dice: 4
Fort: +6    Refl: +2    Will: +2
Special Defenses:
Strong Against:
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:

Offense

Movement Types: Walk 30 ft.,
Space / Reach: 10 ft. / 10 ft.
Standard Attack:
  • 1x Sting +8 (1d10+1/x2) as piercing (physical, common); poison (see below)
Full Attack:
  • 1x Sting +8 (1d10+1/x2) as piercing (physical, common); poison (see below)
  • 2x Claw +8 (1d6/x2) as slashing (physical, common); grab
Standard Ranged:
Maneuver Offense: +6
Siege Damage: Not siege capable
Special Attacks: Scorpion Venom, Grab
Action Points: 0

Statistics

Str: 19    Dex: 10    Con: 16    Int: —    Wis: 10    Cha: 2
Feats: Grapple, Improved (EFFECT: Grapple, Improved (Feat))
Skills:
Languages:

Special Abilities

Scorpion Venom (Ex)

Whenever the scorpion stings a foe, it may inflict a mild poison:
Scorpion Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 16;     Frequency: 1/round for 3 rounds
Effect: 1d2 STR dilution and 1d8 points of poison (physical, uncommon) damage per interval
Fruition: None
Fruition Duration: n/a

Grab (Ex)

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+6) against the target's Maneuver Defense.


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.

Out of Combat

Rewards

XP: 800
Treasure: Sellable Goods worth 813 gp.
Weight: 30 lbs.     Volume: 1.2 cu. ft.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)