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Crossbow Scorpion (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 5-16-18
Status: Complete
Editing: Clarity edits only please
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Crossbow Scorpion
Size/Type: Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1, 20/x2) or Tailbow +3 ranged (1d8 plus poison, 19-20/x2)
Full Attack: Two Claws +2 melee (1d4+1, 20/x2) and Tailbow +3 ranged (1d8 plus poison, 19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Constrict 1d4+1, Improved Grab, Poison
Special Qualities: Darkvision 60 ft, Tremorsense 60 ft, Vermin Traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 14, Int -, Wis 10, Cha 2
Skills: -
Feats: Point Blank ShotB, Precise ShotB
Environment: Warm Deserts
Organization: Solitary or colony (2–5)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 3-4 HD (Medium)
Level Adjustment:


One night Pumsavana, god of insects, got really really drunk while hanging out with a few wizards friends. When they awoke they discovered that they had made a terrible mistake, but it was too late, it was already breeding true.

Giant monstrous scorpions are a terrifying idea on their own, so the idea to genetically engineer them to produce organic crossbows out of their tails that fired poisonous quills to inject people at range is clearly a bad idea. Naturally someone did it, and then didn't even keep control of their stock. And that is why we can no longer go into the desert without Kevlar vests.

Crossbow scorpion tails have an organic crossbar and taunt tendon, and its poison tail is instead a nearly furry ball of sharp poisonous spines. Mandibles near the tail pluck out quills and pull them back into the crossbow apparatus.

CombatEdit

With the advantage of range the game changes for the crossbow scorpion. They pepper their target from afar using their superior speed to run away or keep in range, then move in for the grapple on the wounded to drag them away under the sands and into their lairs for eating.

Constrict (Ex): A crossbow scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a crossbow scorpion must hit with a claw attack. A crossbow scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A crossbow scorpion has a poison on its tailbow attacks: Injury DC 13, 1d3 Con/1d3 Con. The save DC is Constitution based.

Skills: A crossbow scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Tailbow: The tailbow is effectively a Light Crossbow which automatically reloads itself with poisoned bolts. It deals 1d8 piercing damage with a 19-20/x2 critical and a range increment of 80 ft. The crossbow scorpion is proficient in this weapon and may treat it as a manufactured weapon for the purpose of interacting with BAB, spells, and effects.

A variant exists with a heavy crossbow. It deals 1d10, but move take a move action to reload themselves.

VariantsEdit

Other sized crossbow scorpions theoretically exist. They are as the appropriate sized monstrous scorpion with +1 CR. They gain a Dex score equal to their Str score +2, lose their sting, and gain a tailbow of appropriate size category. They gain Point Blank Shot and Precise Shot as bonus feats. Lower the natural armor until its AC is no more than the original monstrous scorpion's AC +2, trading superior mobility for lighter armor.


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