Dungeons and Dragons Monstrous Scorpion 3.5 PBP RPG

Sat, 26th May, 2018 - 7:31 pm GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

Monstrous Scorpion

Monstrous Scorpion, Tiny

Monstrous Scorpion, Small

Monstrous Scorpion, Medium

Tiny Vermin

Small Vermin

Medium Vermin

Hit Dice:

1/2 d8+2 (4 hp)

1d8+2 (6 hp)

2d8+4 (13 hp)

Initiative:

+0

+0

+0

Speed:

20 ft. (4 squares)

30 ft. (6 squares)

40 ft. (8 squares)

Armor Class:

14 (+2 size, +2 natural), touch 12, flat-footed 14

14 (+1 size, +3 natural), touch 11, flat-footed 14

14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+0/-8

+0/-4

+1/+2

Attack:

Claw +2 melee (1d2-4)

Claw +1 melee (1d3-1)

Claw +2 melee (1d4+1)

Full Attack:

2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)

2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison)

2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Constrict 1d2-4, improved grab, poison

Constrict 1d3-1, improved grab, poison

Constrict 1d4+1, improved grab, poison

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +4, Ref +0, Will +0

Fort +4, Ref +0, Will +0

Fort +5, Ref +0, Will +0

Abilities:

Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2

Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2

Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills:

Climb +0, Hide +12, Spot +4

Climb +3, Hide +8, Spot +4

Climb +5, Hide +4, Spot +4

Feats:

Weapon Finesse B

Weapon Finesse B

-

Environment:

Warm deserts

Warm deserts

Warm deserts

Organization:

Colony (8-16)

Colony (2-5) or swarm (6-11)

Solitary or colony (2-5)

Challenge Rating:

1/4

1/2

1

Alignment:

Always neutral

Always neutral

Always neutral

Advancement:

-

-

3-4 HD (Medium)

Level Adjustment:

-

-

-

Monstrous Scorpion, Large

Monstrous Scorpion, Huge

Large Vermin

Huge Vermin

Hit Dice:

5d8+10 (32 hp)

10d8+30 (75 hp)

Initiative:

+0

+0

Speed:

50 ft. (10 squares)

50 ft. (10 squares)

Armor Class:

16 (-1 size, +7 natural), touch 9, flat-footed 16

20 (-2 size, +12 natural), touch 8, flat-footed 20

Base Attack/Grapple:

+3/+11

+7/+21

Attack:

Claw +6 melee (1d6+4)

Claw +11 melee (1d8+6)

Full Attack:

2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)

2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)

Space/Reach:

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Constrict 1d6+4, improved grab, poison

Constrict 1d8+6, improved grab, poison

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +6, Ref +1, Will +1

Fort +10, Ref +3, Will +3

Abilities:

Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2

Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

Skills:

Climb +8, Hide +0, Spot +4

Climb +10, Hide -4, Spot +4

Feats:

-

-

Environment:

Warm deserts

Warm deserts

Organization:

Solitary or colony (2-5)

Solitary or colony (2-5)

Challenge Rating:

3

7

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

6-9 HD (Large)

11-19 HD (Huge)

Level Adjustment:

-

-

Monstrous Scorpion, Gargantuan

Monstrous Scorpion, Colossal

Gargantuan Vermin

Colossal Vermin

Hit Dice:

20d8+60 (150 hp)

40d8+120 (300 hp)

Initiative:

+0

-1

Speed:

50 ft. (10 squares)

50 ft. (10 squares)

Armor Class:

24 (-4 size, +18 natural), touch 6, flat-footed 24

26 (-8 size, -1 Dex, +25 natural), touch 1, flat-footed 26

Base Attack/Grapple:

+15/+37

+30/+58

Attack:

Claw +21 melee (2d6+10)

Claw +34 melee (2d8+12)

Full Attack:

2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)

2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)

Space/Reach:

20 ft./15 ft.

40 ft./30 ft.

Special Attacks:

Constrict 2d6+10, improved grab, poison

Constrict 2d8+12, improved grab, poison

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +15, Ref +6, Will +6

Fort +25, Ref +12, Will +13

Abilities:

Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2

Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

Skills:

Climb +14, Hide -8, Spot +4

Climb +16, Hide -12, Spot +4

Feats:

-

-

Environment:

Warm deserts

Warm deserts

Organization:

Solitary

Solitary

Challenge Rating:

10

12

Treasure:

1/10 coins; 50% goods; 50% items

1/10 coins; 50% goods; 50% items

Advancement:

21-39 HD (Gargantuan)

41-60 HD (Colossal)

Level Adjustment:

-

-

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size

Fort DC

Damage

Size

Fort DC

Damage

Tiny

12

1 Con

Huge

18

1d6 Con

Small

12

1d2 Con

Gargantuan

23

1d8 Con

Medium

13

1d3 Con

Colossal

33

1d10 Con

Large

14

1d4 Con

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


Sponsor Ads:

Latest RPG Post

Since my last post I saw it. First beef is not having Spiderman on the poster. He plays a significant enough role that he should be there yet they left him out.

For the Spoilers:
I think the ending is the best. Its the introduction of Captain Marvel finally and it opens up another possible version for all the stories surround each character giving an opening for more movies than ever before.

See Similar Topics


Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Share:


Search via our Community for:

Dungeons and Dragons Monstrous Scorpion - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2018
Disclaimer  |  Privacy  |  Report Errors / Contact  |  Credits

Register/Login via:

RPG Info

Latest Game Topics

Video: Mad Weapon Skills

Highlights

RPG Newsletters: This is a copy of the RPG Newsletters sent to your Email address. By JB 3rd May, 2018 - 2:25pm
Embedded Dice Support: What are your thoughts about this Topic? By JB 15th Mar, 2018 - 7:51pm
Justice League: What are your thoughts about this Topic? By Staple 12th Feb, 2018 - 1:19am
Romance In Role-playing Games: What are your thoughts about this Topic? By DarkScribe 30th Dec, 2017 - 9:46pm
RPG Marching Order: What are your thoughts about this Topic? By KNtoran 30th Dec, 2017 - 8:27pm
Using Alignment In Role-Playing Games: What are your thoughts about this Topic? By KNtoran 10th Sep, 2017 - 3:10am
Text RPG Creator's Gems: Gems enable your Character to have special powers or enhancements. By KNtoran 9th Sep, 2017 - 11:08pm
Don't Break A New Player's Enthusiasm: Make sure to welcome those brand new Players wanting to get their Character created. By KNtoran 9th Sep, 2017 - 10:56pm
Kung Fu Yoga: What are your thoughts about this Topic? By Factual 28th Mar, 2017 - 10:44am
Dependable Game Master / Dungeon Master: The root of the game is the Game Master. While Players contribute it is the GM that decides how it all pans out. By Txtrpg 31st Jan, 2016 - 2:34pm

This site uses cookies to dispense or record information with regards to your visit. By continuing to use this site you agree to the terms outlined in our Privacy and Disclaimer pages.