Tuesday, February 7, 2012

New Monster/Illustration of the Week: White Scorpion


Scorpion, White

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 2-5
ARMOR CLASS: 2
MOVE: 18"
HIT DICE: 5
% IN LAIR: 50%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (8-10' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

BX STATS
ARMOR CLASS: 2
HIT DICE: 5**
MOVE: 180'
ATTACKS: 2 claws/1 tail + special
DAMAGE: 1-10/1-10/1-4 + poison
NO. APPEARING: 2-5
SAVE AS: Fighter: 5
MORALE: 12
TREASURE TYPE: B
ALIGNMENT: Neutral


The white scorpion is a semi-intelligent variety of giant scorpion whose body is completely covered in a short, soft white fur, except for it’s extremities which appear as a pale green. Being more cognitively developed than their non-intelligent relatives, the white scorpion is a consummate predator and surprises on a 1-4 (on 1d6.) The sight of a white scorpion is so unnatural, it is able to cause fear just by its appearance (unless an appropriate saving throw is made vs. magic.) All creatures with 3 hit dice or less who fail their saving throw will fall to the ground in convulsive fear, writhing in place for 2-12 turns. All creatures with 4 or more hit dice who fail their saving throw will drop anything they are carrying and lose any initiative during ensuing combat.

White scorpions are magical creatures with an immunity to magical control and paralysis, as well as the ability to regenerate 3 hit points every melee round. Additionally, the venom that their stinger injects is a magical one and any creature struck must save vs. spells or suffer the effects of its poison. The white scorpion’s magic venom does 1-8 points with its initial hit, and (unless cured) an additional point of damage every turn thereafter until cured (magically.)

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