Yakk
2008-11-10, 05:05 PM
These are a bunch of Scorpions that are nothing more than "large, and ill tempered".
The Large Scorpion is a replacement for the MM Lighting Scorpion. No lightning powers, some slight tweaks.
The Giant Scorpion is a "holy crap, it's a big scorpion" for low level characters.
I then wrote up some minion versions for both monsters, so they can be used as mooks at higher levels.
Large Scorpion + Level 1 Soldier
Medium Natural Beast + XP 100
Initiative +4 Perception +0 Tremorsense 5
HP 32 Bloodied 16
AC 16 Fortitude 14 Reflex 13 Will 11
Resist 10 poison
Speed 6
[M] Claw (standard; at-will)
+8 vs AC; 1d6+3 damage, and medium or smaller target is grabbed. The scorpion may grab up to two opponents this way.
M Sting (standard; at-will) + Poison
+6 vs Fortitude; 1d8+3 damage, and the target takes ongoing 5 poison damage and is immobilized (save ends both). This attack may only be made on a grabbed target.
M Reactive Sting (immediate interrupt, when an enemy escapes from a grab; at-will)
Make a Sting attack against the enemy who escaped from the grab
Alignment unaligned Languages None
Str 16(+3) Con 12(+1) Dex 14(+2) Int 1(-5) Wis 11(+0) Cha 10(+0)
--------
Giant Scorpion + Level 3 Elite Soldier
Large Natural Beast + XP 300
Initiative +4 Perception +2 Tremorsense 10
Saves +2
1 Action Point
HP 104 Bloodied 52
AC 20 Fortitude 18 Reflex 14 Will 14
Resist 10 poison
Speed 7
[M] Claw (standard; at-will) Reach 2
+9 vs AC; 1d8+4 damage, and Large or smaller target pulled 1 towards the scorpion, and grabbed. The scorpion may grab up to two opponents this way.
M Sting (minor; at-will) + Poison
Can normally only be used on a target grabbed since the start of the scorpion's turn, and only once per turn.
+7 vs Fortitude; 1d8+4 damage, and the target takes ongoing 10 poison damage and is immobilized (1st save ends immobilization, 2nd save ends poison damage).
M Reactive Grab (immediate interrupt, when an enemy escapes from a grab; at-will)
Makes a Grab attack against someone who isn't currently grabbed.
M Reactive Sting (immediate interrupt or minor action, when bloodied, encounter)
Make a Sting attack with Reach 3 against any target.
Carry (special)
The Giant Scorpion may move with a grabbed Medium or Smaller creature at no penalty and with no check.
Skuttle (free reaction; when hit)
Shift 1. If you shift into an opponent's square, push opponent 1 first.
Alignment unaligned Languages None
Str 18(+5) Con 15(+3) Dex 12(+2) Int 1(-4) Wis 13(+2) Cha 10(+1)
--------------------
Large Scorpion Minion + Level 5 Minion
Medium Natural Beast Minion + XP 50
Initiative +7 Perception +3 Tremorsense 5
HP 1
AC 19 Fortitude 18 Reflex 17 Will 15
Resist 10 poison
Speed 6
[M] Claw (standard; at-will)
+10 vs AC; 4 damage
M Sting (minor; at-will) + Poison
+8 vs Fortitude; only immediately after you hit the target with the claw. Target takes 5 ongoing poison damage (save ends)
Alignment unaligned Languages None
Str 18(+6) Con 14(+4) Dex 16(+5) Int 1(-3) Wis 13(+3) Cha 10(+0)
-----------------
Giant Scorpion Minion + Level 9 Minion
Large Natural Beast Minion + XP 100
Initiative +9 Perception +7 Tremorsense 10
HP 1
AC 24 Fortitude 22 Reflex 20 Will 20
Resist 10 poison
Speed 7
[M] Claw (standard; at-will) Reach 2
+14 vs AC; 4 damage
M Sting (minor; at-will) + Poison
+12 vs Fortitude; Only immediately after you hit the target with the claw. 5 damage and target takes ongoing 5 damage (save ends)
Alignment unaligned Languages None
Str 20(+9) Con 16(+7) Dex 14(+6) Int 1(-1) Wis 16(+7) Cha 10(+7)
-------------------
Comments? I am not sure I got the damage amounts for the minions right.
The Giant Scorpion is a bit more complex to run than the rest, as it is an elite. The minions are easy to run -- their 'grab' is replaced with a follow-up sting attack after each claw attack.
The Large Scorpion is a replacement for the MM Lighting Scorpion. No lightning powers, some slight tweaks.
The Giant Scorpion is a "holy crap, it's a big scorpion" for low level characters.
I then wrote up some minion versions for both monsters, so they can be used as mooks at higher levels.
Large Scorpion + Level 1 Soldier
Medium Natural Beast + XP 100
Initiative +4 Perception +0 Tremorsense 5
HP 32 Bloodied 16
AC 16 Fortitude 14 Reflex 13 Will 11
Resist 10 poison
Speed 6
[M] Claw (standard; at-will)
+8 vs AC; 1d6+3 damage, and medium or smaller target is grabbed. The scorpion may grab up to two opponents this way.
M Sting (standard; at-will) + Poison
+6 vs Fortitude; 1d8+3 damage, and the target takes ongoing 5 poison damage and is immobilized (save ends both). This attack may only be made on a grabbed target.
M Reactive Sting (immediate interrupt, when an enemy escapes from a grab; at-will)
Make a Sting attack against the enemy who escaped from the grab
Alignment unaligned Languages None
Str 16(+3) Con 12(+1) Dex 14(+2) Int 1(-5) Wis 11(+0) Cha 10(+0)
--------
Giant Scorpion + Level 3 Elite Soldier
Large Natural Beast + XP 300
Initiative +4 Perception +2 Tremorsense 10
Saves +2
1 Action Point
HP 104 Bloodied 52
AC 20 Fortitude 18 Reflex 14 Will 14
Resist 10 poison
Speed 7
[M] Claw (standard; at-will) Reach 2
+9 vs AC; 1d8+4 damage, and Large or smaller target pulled 1 towards the scorpion, and grabbed. The scorpion may grab up to two opponents this way.
M Sting (minor; at-will) + Poison
Can normally only be used on a target grabbed since the start of the scorpion's turn, and only once per turn.
+7 vs Fortitude; 1d8+4 damage, and the target takes ongoing 10 poison damage and is immobilized (1st save ends immobilization, 2nd save ends poison damage).
M Reactive Grab (immediate interrupt, when an enemy escapes from a grab; at-will)
Makes a Grab attack against someone who isn't currently grabbed.
M Reactive Sting (immediate interrupt or minor action, when bloodied, encounter)
Make a Sting attack with Reach 3 against any target.
Carry (special)
The Giant Scorpion may move with a grabbed Medium or Smaller creature at no penalty and with no check.
Skuttle (free reaction; when hit)
Shift 1. If you shift into an opponent's square, push opponent 1 first.
Alignment unaligned Languages None
Str 18(+5) Con 15(+3) Dex 12(+2) Int 1(-4) Wis 13(+2) Cha 10(+1)
--------------------
Large Scorpion Minion + Level 5 Minion
Medium Natural Beast Minion + XP 50
Initiative +7 Perception +3 Tremorsense 5
HP 1
AC 19 Fortitude 18 Reflex 17 Will 15
Resist 10 poison
Speed 6
[M] Claw (standard; at-will)
+10 vs AC; 4 damage
M Sting (minor; at-will) + Poison
+8 vs Fortitude; only immediately after you hit the target with the claw. Target takes 5 ongoing poison damage (save ends)
Alignment unaligned Languages None
Str 18(+6) Con 14(+4) Dex 16(+5) Int 1(-3) Wis 13(+3) Cha 10(+0)
-----------------
Giant Scorpion Minion + Level 9 Minion
Large Natural Beast Minion + XP 100
Initiative +9 Perception +7 Tremorsense 10
HP 1
AC 24 Fortitude 22 Reflex 20 Will 20
Resist 10 poison
Speed 7
[M] Claw (standard; at-will) Reach 2
+14 vs AC; 4 damage
M Sting (minor; at-will) + Poison
+12 vs Fortitude; Only immediately after you hit the target with the claw. 5 damage and target takes ongoing 5 damage (save ends)
Alignment unaligned Languages None
Str 20(+9) Con 16(+7) Dex 14(+6) Int 1(-1) Wis 16(+7) Cha 10(+7)
-------------------
Comments? I am not sure I got the damage amounts for the minions right.
The Giant Scorpion is a bit more complex to run than the rest, as it is an elite. The minions are easy to run -- their 'grab' is replaced with a follow-up sting attack after each claw attack.