Dungeons and Dragons Monstrous Scorpion 3.5 PBP RPG

Thu, 20th September, 2018 - 1:05 pm GMT
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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.


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