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]
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]
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Typical Stats
ST:
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13
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HP:
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17
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Speed:
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6
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DX:
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12
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Will:
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10
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Move:
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6
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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:
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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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