Monsters:
Grand Scorpion
 
 
By: Phreadericke
Type: Vermin
Difficulty: CR 10
Game: Dungeons & Dragons (D&D)

Huge Vermin
Hit Dice: 16D8+32 (104 hp)
Initiative: +0
Speed: 75 ft.
AC: 18 (-2 size, +10 natural)
Attacks: 2 Claws, 1-12 sting attack(s) (see below)
Damage: Claw 1d8+8, Sting 1d6+5 and poison
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved Grab, Squeeze, Poison, Breath Weapon
Special Qualities: Vermin, Water Sense, Heat Sense
Saves: Fort. +15, Ref. +8, Will +21
Abilities: Str 25, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +14, Hide +4, Spot +7
Climate/Terrain: Desert/Waste
Organisation: Solitary or pair
Challenge Rating: 10
Treasure:  
Alignment: Neutral
Advancement:  

The Grand Scorpion greatly resembles monstrous scorpions, but is much more of a threat. The Grand Scorpion appeared after an ancient Dry Lich (Sandstorm Book) attempted to crossbreed a scorpion and a hydra. Capable of breathing molten sand through its tails, the Grand Scorpion is a major threat because whenever its tail is cut off, it grows two more.

COMBAT: Grand Scorpions tend to hide under deep patches of sand, using its heat sense ability to sense prey nearby. Any time a Grand Scorpion is dealt more than 10 hp damage, a tail has been severed. 1d4 rounds later, two more sprout and grow from the severed spot.

BREATH WEAPON: If the Grand Scorpion takes a full-round action to beathe in sand, it can then spit vitrified sand from its tail(s). Vitrified sand is the same as molten glass, and it engulfes enemies and hardens in 1d4 rounds. A Grand Scorpion can aim a jet of Vitrified sand in any direction around it within a range of 60 ft. Each tail can spit forth a jet, causing 5d6 damage.

POISON: Grand Scorpion poison causes a severe fever in 1d4 rounds, after which a subject passes out from the fever. A poisoned subject suffers 1 permanent Con. damage after the fever has started. Treated with 1 pint of water, but this is hard to find in a dessert.

Licensing:
Public domain.

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