Giant Whip Scorpion

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Whip Scorpion, Giant
This creature resembles a banded scorpion the size of a man, except that it has a whip-like tail instead of a stinger.

Giant whip scorpions are enormous arachnids that are nocturnal hunters in dry climes. They are solitary hunters, but occasionally may cluster together if resources are plentiful or in order to mate. Giant whip scorpions are skilled at clambering over rocks and burrowing in sand and earth, making them skilled at approaching prey from any angle. Their “whips” are modified legs that they use as sensory probes, gaining purchase on a victim and allowing them precise strikes with their thick, crushing pincers.

Giant whip scorpions are firmly in the middle of monstrous food chains, preying on some creatures while being prey for others. To defend themselves, they rely on a powerful acidic spray that reeks of vinegar. As such, they are sometimes referred to as “vinegaroons”. This spray emerges from beneath the long tail of a whip scorpion, and the tail is used to splash it in a wide arc. Giant whip scorpions rarely use this spray when hunting—but if a fight turns against them, they may use it to cover a retreat.

Giant Whip Scorpions as Vermin Companions
Starting Statistics:
Size Small; Speed 40 ft. climb 30 ft., burrow 20 ft. AC +4 natural armor; Attack 2 claws (1d6 plus grab), 2 whip legs (1); Ability Scores Str 14, Dex 19, Con 16, Int —, Wis 13, Cha 5; Special Attacks stench spray (30 ft. radius, sickened 1 minute, Con based DC), whip legs Special Qualities darkvision 60 ft., low-light vision

4th-Level Advancement: Size Medium; Attack 2 claws (1d8 plus grab), 2 whip legs (1); Ability Scores Str +4, Dex –2, Con +2; Special Attacks breath weapon (1d6 acid per 2 HD, 20 ft. cone, Con based DC), constrict (1d8, claw); Special Qualities acid resistance 10

Giant Whip Scorpion                                CR 6
XP 2,400

N Medium vermin
Init +3; Senses darkvision 60 ft., low-light vision, Perception +1
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp
68 (8d8+32)
Fort
+10, Ref +5, Will +4
Resist
acid 10
Offense
Speed
40 ft., climb 30 ft., burrow 20 ft.
Melee
2 claws +10 (1d8+4 plus grab), 2 whip legs +5 touch (1)
Special Attacks
breath weapon (20 ft. cone, 6d6 acid, DC 18), constrict (1d8+6), stench spray
Statistics
Str 18, Dex 17, Con 18, Int -, Wis13, Cha 5
Base Atk +6; CMB +10 (+14 grapple); CMD 23 (31 vs. trip)
Skills
Climb +12
Ecology
Environment
any deserts and underground
Organization
solitary or cluster (2-8)
Treasure
incidental
Special Abilities
Breath Weapon (Ex)
A creature that fails its save against a giant whip scorpion’s breath weapon must make a DC 18 Fortitude save or be blinded for 1 round. A giant whip scorpion can only use its breath weapon three times a day and it must wait 1d4 rounds between uses. The save DC is Constitution based.
Stench Spray (Ex)
As a standard action, a giant whip scorpion can emit a cloud of noxious vapor. All creatures within 30 feet must succeed a DC 18 Fortitude save or be sickened for 1 minute. A creature that successfully saves cannot be affected by the stench spray of that giant whip scorpion for 24 hours. A giant whip scorpion is immune to the stench spray of other giant whip scorpions. A giant whip scorpion can use this ability as a swift action when it uses its breath weapon.The save DC is Constitution based.
Whip Legs (Ex)
The whip scorpion’s two front legs are antennae-like “whips” that give the whip scorpion the ability to locate potential prey and give it additional information about the target. These whip legs are secondary natural attacks that resolve as touch attacks and deal 1 point of slashing damage on a hit. If a whip leg hits a target, the whip scorpion gains additional sensory information about the target, gaining a +2 insight bonus on any further attacks against that target in the same round. If both whip legs hit, then any additional attacks the whip scorpion makes that round against that target gain a +4 insight bonus instead. As long as a whip scorpion benefits from this insight bonus against a foe, that foe can’t gain concealment against the whip scorpion.

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