Scorgon (3.5e Creature)

Scorgon

Foul beasts of the warmer regions of the world, scorgons are mixtures between humans, dragons, and scorpions. They roam around the wastes and deserts, looking for prey to either feast upon or for other scorgons to challenge. Living harsh and brutal lives from birth, scorgons carry a menace with them wherever they go.

Spiky Boi by Rollwulf
Scorgon
Size/Type: Large Monstrous Humanoid (Reptilian)
Hit Dice: 20d8+80 (170 hp)
Initiative: +7
Speed: 60 ft. (12 squares), burrow 20 ft.
Armor Class: 30 (-1 size, +3 dex, +18 natural), touch 12, flat-footed 27
Base Attack/Grapple: +20/+31
Attack: Claw +26 (2d6+7) or Pincer +26 (2d8+7) or Stinger +26 (1d10+7 plus poison)
Full Attack: 2 Claws +26 (2d6+7), 2 Pincers +24 (2d8+3), Stinger +24 (1d10+3 plus poison), and Bite +24 (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon (Su), Improved Grab, Rake
Special Qualities: Damage reduction 20 (magic/-), Darkvision, Resistance to fire 10, Immunity to electricity, Immunity to poison, Poison (Ex), Scent, Spell Resistance (10+HD) 30, Vulnerability to cold 50%
Saves: Fort +10, Ref +15, Will +15
Abilities: Str 24, Dex 17, Con 18, Int 12, Wis 16, Cha 12
Skills: Balance +12, Climb +15, Hide +7, Intimidate +11, Listen +15, Move Silently +7, Search +11, Spot +15, Survival +13
Feats: Alertness, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Natural Attack (Pincer), Multiattack, Power Attack
Environment: Any warm
Organization: Solitary, Pair, Pack (4-8), Tribe (8+)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually Neutral Evil
Advancement: 21-25 HD (Large), 26-30 HD (Huge), 31-35 HD (Gargantuan), 36-40 HD (Colossal)
Level Adjustment: +3

Scorgons stand about 12 feet tall and weight around 3,000 lbs. They speak common and draconic.

Combat

Scorgons prefer to ambush their prey from beneath the surface of the ground. They then attempt to poison their quarry with their stingers and then finish them off with their pincers.

Breath Weapon (Su): Once every 1d4 rounds a scorgon can unleash a bolt of electricity from its mouth as a standard action. Line, 60 ft., reflex half (DC 21). Damage dice equal to HD/2 d6 (10d6).

Damage Reduction (Ex): 20; (magic/-)

Immunity to Electricity (Ex): Scorgons are unharmed by magical or mundane electricity.

Immunity to Poison (Ex): Scorgons are unharmed by magical or mundane poison.

Improved Grab (Ex): When a scorgon hits with its pincer attack it may begin a grapple against an opponent as a free action without provoking an attack of opportunity. Upon a successful grapple, the pincer deals an additional 2d8+3 damage.

Poison (Ex): When the scorgon successfully hits a target with its stinger it immediately injects them with poison that paralyzes them until cured. Fortitude negates (DC 24). If the target needs to breathe, then after 1 minute it must make fortitude saving throws against suffocation every turn until it can breathe again. If they fail then they suffocate and die.

Rake (Ex): When grappling, the scorgon may make two claw attacks against the grappled enemy for 2d6+7 damage each.

Skills: A scorgon has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Vulnerabilities: Cold +50% damage.


Back to Main Page 3.5e Homebrew Creatures CR 12

gollark: GHIJ
gollark: Or probably weapon attacks at all.
gollark: Or any time, really.
gollark: There would be no photon torpedoes at this time.
gollark: ```Cold Ones (also ice giants, the Finality, Lords of the Last Waste)Mythological beings who dwell at the end of time, during the final blackness of the universe, the last surviving remnants of the war of all-against-all over the universe’s final stocks of extropy, long after the passing of baryonic matter and the death throes of the most ancient black holes. Savage, autocannibalistic beings, stretching their remaining existence across aeons-long slowthoughts powered by the rare quantum fluctuations of the nothingness, these wretched dead gods know nothing but despair, hunger, and envy for those past entities which dwelled in eras rich in energy differentials, information, and ordered states, and would – if they could – feast on any unwary enough to fall into their clutches.Stories of the Cold Ones are, of course, not to be interpreted literally: they are a philosophical and theological metaphor for the pessimal end-state of the universe, to wit, the final triumph of entropy in both a physical and a spiritual sense. Nonetheless, this metaphor has been adopted by both the Flamic church and the archai themselves to describe the potential future which it is their intention to avert.The Cold Ones have also found a place in popular culture, depicted as supreme villains: perhaps best seen in the Ghosts of the Dark Spiral expansion for Mythic Stars, a virtuality game from Nebula 12 ArGaming, ICC, and the Void Cascading InVid series, produced by Dexlyn Vithinios (Sundogs of Delphys, ICC).```
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