Sunday, 4 August 2019

Monster: Scorpionfolk

Monster: Scorpionfolk

In the razor boar post I mentioned that it's only one of the two OGL monsters from the Monster Manuial II, so here's the other one. The scorpionfolk look good, have some nice abilities, and are greatly expanded upon in the 3rd-party supplement called The Slayer's Guide to the Scorpionfolk. Also, I found a nice way of statting up pincers.

Scorpionfolk [Monster Manual II, page 221]

157 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;
                Mirror Image 2 [28/5=6].
Disadvantages: Weak Bite [-2].
Creature Type: Monstrous Humanoid.

Knowing Your Own Strength [168]
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:
10
Move:
6
IQ:
10
Per:
13


HT:
11
FP:
11
SM:
+0
Dodge:
9
Parry:
11U
DR:
2
Pike (14): 2d-1 impaling (KYOS: 2d impaling), Reach 4, 5*. Unbalanced parry.
Pincer (14): 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): 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;
                Mirror Image 2.

                Traits: Extra Legs (Six Legs; Cannot Kick); Infraivision; Lifting ST+2; Magic Resistance 1 (Improved); 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: $60 (singular); $20 (5-batched).
Recipe: $6; 1 day; defaults to Poisons-1.
Statistics: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up Poison, -10%; Resistible, HT-3, -15%; Symptoms,2/3 HP, -2 DX, +20%) [2].

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