Monster: Scorpionfolk

Scorpionfolk [Monster Manual II, page 221]
122 points
Attribute Modifiers: ST+3 (Size Modifier, -10%) [27];
IQ-2 [-20]; HT+1 [10].
Secondary
Characteristic Modifiers: SM+1; HP+4 (Size Modifier, -10%) [8]; Basic Move +2 [10].
Advantages: DR 2 [10]; Extra Legs (Six Legs;
Cannot Kick, -50%) [5]; Infravision [10]; Lifting ST 2 (Size Modifier, -10%)
[6]; Magic Resistance 1 (Improved, +150%) [5]; Temperature Tolerance 3 (Hot)
[3]; Terrain Adaptation (Sand) [5].
Pincers [26]: Extra Mouth 2
(Accessibility, Only to opt for a free grapple on a pincer hit, -60%; Link,
+10%) [5] + 2 x Striker (Pincer; Cutting; Link, Extra Mouth, +10%) [8] + Good
Grip 1 [5].
Sting [6]: Striker (Sting; Impaling;
Clumsy 1, -20%; Weak, -50%) [3] + Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles,
Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3
HP, -2 DX, +20%) [3].
Spell-Like Abilities (Alternative Abilities) [48]:
Complex
Illusion 1 [42] – see GURPS Thaumatology:
Sorcery, p. 18;
Disadvantages: Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10]; Weak Bite [-2].
Creature Type: Monstrous Humanoid.
Knowing Your Own Strength [133]
Replace ST+3 (Size Modifier, -10%) [27] with
ST+3 [30]
Replace HP+4 (Size Modifier, -10%) [8] with
HP+4 [8]
Replace Lifting ST 2 (Size Modifier, -10%)
[6] with Lifting ST 2 [14]
|
Typical Stats
ST:
|
13
|
HP:
|
17
|
Speed:
|
6
|
DX:
|
12
|
Will:
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10
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Move:
|
6
|
IQ:
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10
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Per:
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13
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||
HT:
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11
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FP:
|
11
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SM:
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+0
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Dodge:
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9
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Parry:
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11U
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DR:
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2
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Pike (14): thrust 2d-1 impaling (KYOS: 2d impaling), Reach 4, 5*. Unbalanced parry.
Pincer (14): thrust 1d+2 cutting (KYOS: 2d-1 cutting), Reach C-1. The scorpionfolk can either nip
and let go or hold on and grapple the victim in addition to injuring him. Either
is an attack that takes full hit location penalties – not halved for grappling.
Treat this attack as a bite for these purposes (see Teeth on page 115 of GURPS
Martial Arts for details). The pincers give +2 with tasks that require a
firm grip (including climbing).
Sting (13): thrust 1d+1 impaling (KYOS: 1d+2 impaling) plus follow-up 1d-2 toxic (3 1-hour cycles,
resisted by HT-3, -2 DX after loss of 2/3 HP), Reach C-1.
Spell-Like Abilities (Alternative Abilities):
Complex Illusion 1 – see GURPS Thaumatology: Sorcery, p. 18;
Traits:
Extra Legs (Six Legs; Cannot Kick); Infraivision; Lifting ST 2; Magic Resistance 1 (Improved); Odious Racial Habit (Eats sapient beings); Restricted Diet (Carnivore); Social Stigma (Savage); Temperature Tolerance 3 (Hot); Terrain Adaptation (Sand); Weak Bite.
Skills:
Brawling-14; Spear-14; Survival (Desert)-14.
Creature Type: Monstrous
Humanoid.
Scorpionfolk Venom
This poison is extracted from a scorpionfolk. A
living victim must make an immediate
HT-3 roll or suffer 1d-2 toxic damage. Every hour for 3 more cycles he must
make another HT-3 roll to resist or take the same amount of damage. After
losing 2/3 HP to this poison, the victim gains a -2 penalty to DX until he
heals above this threshold.
Form: Follow-Up Poison.
Cost: $90 (singular); $35 (5-batched).
Recipe: $9; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-2 (Cyclic, 1 hour,
3 cycles, Resistible, +20%; Follow-Up Poison, -20%; Resistible, HT-3, -15%;
Symptoms,2/3 HP, -2 DX, +20%) [3].
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