| Gamma Scorpion This is a hugely-oversized scorpion. |
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| Number: 1 Percept: 20 Stealth/R.U.: +4 AC: 18 MD: 14 Health: 14 Speed: 16 Level: 4 Hit Dice: 14 (49) THAC: +4 Attacks: 3 Claw/Claw 2d6/2d6 Stinger 2d6 Int: Animal Morale: 18 Size: L (3.25 m) XP Value: 1400 |
| Frequency: Rare Activity Cycle: Any Tech Level: 0 Organization: Solitary Diet: Carnivore Artifacts: None Climate/Terrain: Any Desert Physical Mutations: Full Carapace (17) Mental Mutations: Intuition (16) Special Powers: Intensity 20 Poison Sting |
| Description: The Gamma Scorpion is a fierce 3.25-meter-long hunter with a tough, shiny black carapace. Active in both daytime and night, the Gamma Scorpion has proven to be a match for all but the most hardy of victims. Armed with powerful pincers and a deadly stinger, it is capable of bringing down targets much larger than itself. Oddly, the creature will glow with a blue/purple light if it is exposed to ultraviolet light at night. This technique is used by high-tech desert dwellers to avoid the creatures at night. Combat: The Gamma Scorpion is a deadly combatant. Thanks to its Intuition mutation (which is a mutation of its much smaller cousin's vibration sense), the Gamma Scorpion knows right when to attack and always seems to be able to move out of the way of an incoming attack. Each pincer does 2d6 points of damage. Its stinger also does 2d6 points of damage, but those hit by it must deal with Intensity 20 destructive poison as well. A claw can take 10 points of slashing damage before it is removed, and the stinger can take up to 15 points of damage before it is severed. Society: Gamma Scorpions are solitary, but are rarely found in numbers of 2-5. They have no society as such. They can frequently be found in deep caves in the desert, and are considered a delicacy by desert tribesmen. If the flesh of the stinger is properly cooked, its intensity is lowered to 6 and is quite tasty. |