Neutral Man-sized Monster (arachnid) (7-ft, 275-lb)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 15"
HIT DICE: 5 + 5 (hp 28)
% IN LAIR: 50%
TREASURE TYPE: D
THAC0: 13
MELEE: 2 pincers (1d10 each) plus grab and sting (1d4) plus poison
SPECIAL ATTACKS: grab, multi-attack/2, poison - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VI (XP 650 + 6 per hp)
Giant scorpions are vicious predators which are likely to be found even in relatively cold places such as dungeons due to the adaptability of these mutations. They are likely to attack any creature which approaches.
The monster seeks to grab prey with its huge pincers while its segmented tail lashes forward to sting its victim to death with poison.
This latter attack inflicts 1-4 points of damage per hit and, if a Poison saving throw fails, the victim dies immediately.
The giant scorpion can fight up to 3 opponents at once.
Note that the scorpion's poison kills it if it accidentally stings itself.
Creatures killed are dragged to the scorpion's lair to be eaten.
Neutral Man-sized Monster (arachnid) (5-ft, 136-lb)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 25%
TREASURE TYPE: D
THAC0: 15
MELEE: 2 pincers (1d8 each) plus grab and sting (1d3) plus poison
SPECIAL ATTACKS: grab, multi-attack/2, poison - Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 65 + 5 per hp)
Neutral Small Monster (arachnid) (2-ft, 12-lb)
FREQUENCY: Common
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 2 + 2 (hp 11)
% IN LAIR: 25%
TREASURE TYPE: D
THAC0: 16
MELEE: 2 pincers (1d4 each) and sting (1) plus poison
SPECIAL ATTACKS: poison (+2) - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 90 + 3 per hp)
Often found in dungeons and wildernesses, these creatures are merely smaller versions of the giant scorpion.
Each attacks with pincers and tail stinger.
If struck by the stinger, the victim must save vs. poison or be instantly killed. However, the poison of the large scorpion is weaker than normal (+2 on saving throw).