Fire Scorpion (3.5e Creature)
This human-sized scorpion's body is a deep crimson color, and the tip of its tail glows orange-hot.
Fire Scorpion | |
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Size/Type: | Medium Vermin (Fire) |
Hit Dice: | 7d8+28 (59 hp) |
Initiative: | +5 |
Speed: | 50 ft.; burrow 10 ft. |
Armor Class: | 19 (+8 natural, +1 Dex), touch 11, flat-footed 18 |
Base Attack/Grapple: | +5/+8 |
Attack: | Sting +8 melee (1d4+4 plus 1d4 fire plus poison) or claw +8 melee (1d4+3) |
Full Attack: | Sting +8 melee (1d4+4 plus 1d4 fire plus poison) and 2 claws +3 melee (1d4+3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Burrow attack, flame spout, poison |
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., fire subtype, vermin traits |
Saves: | Fort +9, Ref +3, Will +3 |
Abilities: | Str 17, Dex 13, Con 19, Int 1, Wis 13, Cha 5 |
Skills: | Hide +9, Listen +3, Move Silently +3, Spot +3 |
Feats: | Combat Reflexes, Improved Initiative, Stealthy |
Environment: | Warm deserts |
Organization: | Solitary or Hunting Pack (3-7) |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 8-12 HD (Medium); 13-18 HD (Large); 19-21 HD (Huge) |
Level Adjustment: | - |
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Fire scorpions are fearsome desert-dwelling ambush hunters infused with raw essence of the Elemental Plane of Fire. How they came into being is unknown, but the most popular theory holds that they were the result of a mad wizard's experiment. What is known is that they possess some semblance of intelligence (unlike most vermin) which gives them a surprising amount of cunning in battle, capable of using basic group tactics. On the flip side, this intelligence also means that they can be tamed by those brave and persistent enough.
Fire scorpions are prized by assassins for their potent venom sacs. Stings from a fire scorpion are indescribably painful, causing the victim's blood to boil from within.
Combat
Fire scorpions prefer sandy areas where they can burrow into the soft earth and use their tremorsense to detect potential meals. When they sense prey walking over or near them, they quickly strike as a coordinated group. While highly aggressive, they will generally avoid fights against groups that outnumber them--the safest way to travel through a desert infested by these creatures is with a large crowd.
Fire scorpions usually begin their ambush with a burrowed sting or flame spout to soften up their targets, then pop up from the sands to let loose with their full arsenal of attacks.
Burrow Attack (Ex): As a standard action, a fire scorpion can attack with its sting or flame spout special attack while burrowed. Because it must remain close enough to the surface to stick its tail above the sand, its opponents may attack it afterwards until the beginning of its next turn. However, the cushioning effect of the sand grants it DR 5/piercing, 20% concealment, and a +4 circumstance bonus on saving throws against area spells.
Flame Spout (Ex): As a standard action, a fire scorpion can shoot a blast of flame from its tail. This deals 3d6 damage to all creatures in a 30-foot cone. A DC 17 Reflex save halves the damage. The save DC is Constitution-based. After a fire scorpion has used this ability, it cannot use it again for 1d4 rounds.
An advanced fire scorpion deals 1d6 damage per 2 Hit Dice with this ability.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. Whenever a creature takes Con damage from fire scorpion poison, it is stunned for 1d3 rounds by searing pain unless it succeeds on another Fortitude save (same DC as the first). Creatures that cannot feel pain are immune to this additional effect. The save DC is Constitution-based.
A fire scorpion's poison is also considered a fire effect. A creature with resistance to fire gets a +1 bonus to its saving throws against fire scorpion poison for every 5 points of fire resistance. A creature with immunity to fire is immune to fire scorpion poison entirely. A creature with vulnerability to fire takes a -4 penalty to its saving throws against fire scorpion poison.
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