Tuesday, August 13, 2024

You've heard of the Flail Snail, now get ready for...

 The MORNINGSTAR SCORPION!


HD: 6 AC: 3 Attacks: 4 x Morningstar claw (crush 1d12 or grasp 1d6 + grab), sting (1d4 + poison)  Move: 150' (50') Morale: 10 No. Appearing: 1 Alignment: Chaotic 

Morningstar claw: Each claw has 8 hp (separate from the main hp total) and becomes useless when reduced to 0. The Morningstar Scorpion flees if all claws are destroyed. Grabbed foes are automatically hit by subsequent grasp attacks and the Morningstar Scorpion gets a +2 bonus to sting attacks against them.

Poison: Save or suffer debilitating pain and hallucinations for 1d6 turns, afterward save again or die. 

The thorny protrusions covering the Morningstar Scorpion's chitin impose a -2 penalty to melee attackers unless they are wield a spear or pole arm. The spikes also permeate the ethereal realm, causing snares in the plasmic effluence that disrupt magic. When the Morningstar Scorpion is targeted by a spell, roll 1d6: 1-2 spell fails 3-4 spell targets a random other creature in range 5-6 spell functions as normal. 

The Morningstar Scorpion is immune to poison and fire, but has weak vision in full daylight (-2 to attacks) and may become disoriented by bright lights. 

A morningstar scorpion is as big as a draft horse and usually attacks things on sight. They tend to live in deserts and caves, lying dormant for long periods of time before becoming active in the presence of potential prey. While none have managed to train a morningstar scorpion, hobgoblins have been said to capture and use them as opponents in their nightmarish fighting pits. 

Also available for purchase here and at an oddities shop I visited in Portland OR.

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