Monstrous Scorpion
rating: 0+x


Generic giant insect enemy for any desert map. Loosely based off various monsters from other table top games including D&D, Pathfinder and the like but not exclusively lifted from any one setting. The tail's stats were copied from Gurps Biotech's section on grafted tails.

ST: 11 HP: 12 Speed: 5.5
DX: 12 Will: 10 Move: 5
IQ: 1 Per: 10
HT: 10 FP: 10 SM: +1
Dodge: 8 Parry: 9 (Pincers) DR: 2 (hardened)

Sting (14): 1d Imp. damage + Toxic attack (2d cyclic, 1 hour, 5 cycles, resistible at HT-3, follow up: scorpion tail, blood agent) For the generic scorpion this roll takes -3 to hit as the tail has the "clumsy" striker modifier
Pincer Strike (12): 1d cutting damage, can catch weapons in the claw to parry.

Traits: Extra Legs (8 legs total, can't kick), Clinging, Vibration Sense, Wild Animal, Scorpion tail (Impaling Striker, can't parry, long, clumsy at -3 to hit) Injury Tolerance (no neck), Scorpion Pincers (Two short, cutting strikers), no fine manipulators, horizontal, cold blooded (65 degree threshold)
Skills: Camouflage DX +2 (14), Jumping DX +0 (12)
Class: Giant animal
Notes: takes up two hexes, 2 meters long and less than a meter tall


Assassin Scorpion: -2 ST (this also effects damage of strikers as well as HP), +1 basic move (this also effects doge), poison from the tail inflicts a flat +1d-3 of toxic damage 2 seconds after a successful sting, also the tail no longer has the "clumsy" striker modifier attached to it and therefor takes no penalty to hit with.

Adventure Ideas

This is an enemy thats poison would effect characters after the battle more so than during, which is good for plot points and giving a party member with poisons, pharmacy, physician or healing spells a chance to get some practice in. A faster acting, less potent poison is listed in the variants. Against low level or early game parties the giant scorpion is best encountered one at a time but can easily be late game fodder.