Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 15 (+2) | 1 (−5) | 9 (−1) | 3 (−4) |
Senses blindsight 60 ft., passive Perception 9
Languages --
Challenge 3 (700 XP)
Multiattack. The scorpion makes three attacks:
two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
damage, and the target is grappled (escape DC 12). The scorpion
has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing
damage, and the target must make a DC 12 Constitution saving
throw, taking 22 (4d10) poison damage on a failed save, or half as
much damage on a successful one.
2102 • 2137
Large | Huge | Giant | |
---|---|---|---|
Climate/Terrain: | Warm wilderness and subterranean areas | Warm wilderness and subterranean areas | Warm wilderness and subterranean areas |
Frequency: | Uncommon | Common | Uncommon |
Organization: | Swarm | Swarm | Swarm |
Activity Cycle: | Any | Any | Any |
Diet: | Carnivore | Carnivore | Carnivore |
Intelligence: | Non- (0) | Non- (0) | Non- (0) |
Treasure: | D | D | D |
Alignment: | Neutral | Neutral | Neutral |
No. Appearing: | 1-6 | 1-4 | 1-4 |
Armor Class: | 5 | 4 | 3 |
Movement: | 9 | 12 | 15 |
Hit Dice: | 2+2 | 4+4 | 5+5 |
THAC0: | 19 | 15 | 15 |
No. of Attacks: | 3 | 3 | 3 |
Damage/Attack: | 1-4/1-4/1 | 1-8/1-8/1-3 | 1-10/1-10/1-4 |
Special Attacks: | Poison sting | Poison sting | Poison sting |
Special Defenses: | Nil | Nil | Nil |
Magic Resistance: | Nil | Nil | Nil |
Size: | S (2’ long) | M (4’ long) | M (5-6’ long) |
Morale: | Average (8) | Average (10) | Steady (11) |
XP Value: | 175 | 420 | 650 |
Giant scorpions are vicious predators that live almost anywhere, including relatively cold places such as dungeons, though they favor deserts and warm lands. These creatures are giant versions of the normal 4-inch-long scorpion found in desert climes.
The giant scorpion has a green carapace and yellowish green legs and pincers. The segmented tail is black, with a vicious stinger on the end. There is a bitter smell associated with the scorpion, which probably comes from the venom. They make an unnerving scrabbling sound as they travel across dungeon floors.
Combat: The giant scorpion is 95% likely to attack any creature that approaches. The creature has a hard, chitinous carapace that gives it Armor Class 3. This monster attacks by grabbing prey with its two huge pincers, inflicting 1-10 points of damage each, while it lashes forward with its tail to sting. Thus, it can fight three opponents at once. If a giant scorpion manages to grab a victim in a pincer, it will automatically inflict 1-10 points of damage each round until it releases the victim. The victim has but one chance to escape. If he can make his bend bars/lift gates roll, he will escape the claw. However, this can be the character’s only action that round and it can be tried only once per combat. If the sting is employed against an untrapped victim, an attack roll is required for a successful attack, but a trapped character is automatically struck by any sting attack directed at him with no attack roll required.
The sting inflicts 1-4 points of damage and the victim must save versus poison or die the next round (type F). Note that scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 hit points, it will go into a stinging frenzy, stinging everything in sight, gaining two attempts to hit per round with only the tail. Slain creatures are dragged to the scorpion’s burrow to be eaten.
Habitat/Society: Giant scorpions live in underground burrows or dungeons. Each lair may (20%) have 5d4 scorpion eggs. These beasts eat any living creature that is unfortunate enough to stray too close to their lair. Any treasure found comes from the bodies of human or demihuman victims that have been dragged here to be consumed. Armor is rarely found intact, since the scorpion will surely have used its pincers to cut up its prey.
Ecology: These bizarre insects contribute to the ecosystem by feeding on other giant versions of insects such as spiders and ants. They themselves are prey for purple worms and other huge, subterranean creatures. Alchemists and assassins prize the scorpion’s venom because of its potency.
Large and Huge Scorpions
Often found in dungeons and wildernesses, these creatures are merely smaller versions of the giant scorpion. Colors range from tan to brown to black, and rumors persist of rare white scorpions deep underground. All attack with pincers and tail stinger. If struck by the stinger, the victim must save versus poison or die the next round. However, the poison of the large scorpion is weaker than normal (type A, 15/0 points damage), giving the victim a +2 on his saving throw. Huge scorpions have deadly (type F) poison and can pin a victim in a way similar to the giant scorpion, but with the huge scorpion, the victim can still fight back. It is not unusual to see scorpions of various sizes fighting with each other.
2433
Barbed | Gold | |
---|---|---|
Climate/Terrain: | Any | Any |
Frequency: | Uncommon | Common |
Organization: | Swarm | Swarm |
Activity Cycle: | Any | Any |
Diet: | Carnivore | Carnivore |
Intelligence: | Non- (0) | Non- (0) |
Treasure: | D | D |
Alignment: | Neutral | Neutral |
No. Appearing: | 1-4 (1d4) | 1-4 (1d4) |
Armor Class: | 1 | 6 |
Movement: | 9 | 6 |
Hit Dice: | 9+5 | 2+2 |
THAC0: | 11 | 19 |
No. of Attacks: | 3 | 3 |
Damage/Attack: | 1d12/1d12/1d6 | 1-2/1-2/1 |
Special Attacks: | Poison sting | Poison sting |
Special Defenses: | Barbs | Nil |
Magic Resistance: | Nil | Nil |
Size: | M (8-12’ long) | S (1-2’) long) |
Morale: | Steady (12) | Average (10) |
XP Value: | 3,000 | 175 |
Barbed scorpions are incredibly large creatures that prey on any living thing they find. They make their homes in caves among the rocky badlands, but are found all over Athas, living wherever they can find enough food to exist.
Barbed scorpions average 10 feet long from pincher to tail. Their carapace is a dull gray to a dusty tan. They are covered with large, sharp, protruding barbs that can cause terrible damage to anyone who gets close to these creatures. Their long, segmented tail is as long as their body and arcs overhead with a venomous stinger the size of a short sword. They make a terrible clacking noise as they move about.
Combat: A barbed scorpion attacks any living being that approaches it. It moves about, wildly attacking with both of its pinchers and its tail in each round. Attacks by its pinchers cause 1.12 (1d12) points of damage and captures opponents within its grip. Once captured, victims can break free only by making a successful Bend Bars/Lift Gates roll. If the attempt fails, the barbed scorpion stings the victim the next round. If the barbed scorpion does not have a victim in its grasp, it makes a regular attack with its stingers.
The barbed scorpion’s hard, chitinous carapace provides it with AC 1. Anyone attempting to attack the barbed scorpion with short or medium length melee weapons must make a Dexterity roll at -3 each round to avoid receiving 2-8 (2d4) additional points of damage from running into the moving creature’s barbs while attacking it.
Their stinger causes 1.6 (1d6) points of damage and injects venom into the wound. The victim must successfully save vs. poison (type C) or within 2-5 minutes the victim suffers 25 points of damage. If the save is successful, the victim suffers only 2-8 (2d4) points of damage. The barbed scorpion is not immune to its own venom.
Habitat/Society: Barbed scorpions travel and hunt for food either alone or in small swarms.
Ecology: Barbed scorpions prey on wild animals and weary travelers. Their dens often contain the undigestible remains of former prey, including some valuables that might still be intact. There is a 60% chance of finding type D treasure.
Gold Scorpion
Gold scorpions are small scorpions found throughout Athas. Their name comes from their gold carapace that shines brigthtly in the sun. Because of their size, they can crawl into anything and are often unnoticed until it is too late.
They attack three times each round, once with each pincher, each causing 1-2 points of damage, and with their stinger that causes 1 point of damage and injects the strongest venom (type D) known into the victim. The victim must make a successful save vs. poison at -3 or suffer 30 points of damage. If the save is successful, the victim suffers 2-12 (2d6) points of damage.