colossal monstrous scorpion [Archive] - Wizards Community

Post/Author/DateTimePost
colossalscorpion7

02-18-06, 11:39 PM
Why is it that a colossal monstous scorpion has 64 HD and is only CR:11 not CR:20? I have not seen any other monster in all 3 monster manuals with anywhere close to 64HD. Not great wyrm dragons. Even the tarrasque has less hit dice, though twice as many hit points. Can an 11th level party of four be expected to use 20% of its resources to beat the scorpion?
Korone

02-18-06, 11:50 PM
Actually, it have a CR of 12.
Though, it have no real special ability.
Sure it have lots of Hp, a huge reach. But it only have 3 attacks per turn and no intelligence at all. So no tactics or simple thought. The AC doesn't seems terribly high for that CR and the touch is more than pathetic.

As far as I can understand it, it'll only make a long encounter, at best.
runestar

02-19-06, 12:15 AM
What's to stop you from simply flying overhead and bombarding it with spells and ranged weaponry? It will take a while, but its like skeet shooting...If you are trapped in an undergound room as large as the scorpion, maybe that's a different story altogether... :D
Tetsubo

02-19-06, 01:00 AM
With a Touch AC of 1... pretty much EVERY ray is going to hit this beasty... a 12th level Warlock could take it out ALONE in like 16 rounds... Fell Flight and Eldritch Blast is all you need...
savant_warlord13

02-19-06, 06:54 PM
it has no SR, no DR, no fast healing, no regeneration, no spell like or supernatural abilities, and no ranged attacks. Does that smooth it out a bit?
colossalscorpion7

02-21-06, 03:57 PM
It seems most of you would be okay fighting a colossal monstrous scorpion on level 11. I made up a mock 11th level party of four to fight it and if it wasn't for the harm spell the party would have been annihilated. The monster kills one character every two rounds of combat.
cwslyclgh

02-21-06, 04:16 PM
It seems most of you would be okay fighting a colossal monstrous scorpion on level 11. I made up a mock 11th level party of four to fight it and if it wasn't for the harm spell the party would have been annihilated. The monster kills one character every two rounds of combat. then they were fighting stupidly.
mvincent

02-21-06, 05:57 PM
The monster kills one character every two rounds of combat.Always relying on a toe-to-toe fight can be fatal. A CR11 cloud giant can typically kill a character every two rounds also, and has considerably more tactical options open to it.

Or take a Hezrou demon (CR11). A single one of these can easily result in a TPK by casting blasphemy during the first three rounds of combat (then coup d' gracing your helpless bodies). Anyone know how to avoid dying from that in a toe-to-toe fight?
cwslyclgh

02-21-06, 06:27 PM
Anyone know how to avoid dying from that in a toe-to-toe fight?well since blasphemy has the [sonic] descriptor, how about your common, run of the mill, 2nd level silence spell?
savant_warlord13

02-21-06, 07:03 PM
well since blasphemy has the [sonic] descriptor, how about your common, run of the mill, 2nd level silence spell?

:clap:
savant_warlord13

02-21-06, 07:05 PM
It seems most of you would be okay fighting a colossal monstrous scorpion on level 11. I made up a mock 11th level party of four morons to fight it and if it wasn't for the harm spell the party would have been annihilated, thereby improving the adventurer gene pool. The monster kills one stupid character every two rounds of combat.

I changed it to make it a more accurate statement
mvincent

02-21-06, 08:13 PM
well since blasphemy has the [sonic] descriptor, how about your common, run of the mill, 2nd level silence spell?Excellent answer. Thanks for the tip.

I'm unsure if this qualifies as a "toe-to-toe" method (or rather a "no clever tactics" method as I was thinking), since it involves more preparation (or at least experience and knowledge about the monster) then say, using a Fly spell when battling a giant scorpion.

But it certainly would allow you to conduct a more straight-up fight against a Hezrou (which fulfills what I asked, rather than what I was thinking), and is good tactical advice.
runestar

02-21-06, 09:21 PM
Well, you are supposed to be prepared for the unprepared(or at least try). The dm can't always babysit your party by presenting you only with challenges he knows your party is well equiped to handle...where would be the fun in that?
lugnut71

02-21-06, 09:51 PM
It should be duly noted though that fighting one in a place where you cannot fly is probably more than a EL 12. Although one could cast fly and improved invisibility to reduce its chances of hitting in this case. (I thought scorpions had temorsense but I'm not certain).
Morka

02-22-06, 08:57 AM
64HD??? In the SRD, the standard colossal scorpion is 40 HD for 300 HP, and can be advanced to only 60 HD...
runestar

02-22-06, 09:25 AM
64HD??? In the SRD, the standard colossal scorpion is 40 HD for 300 HP, and can be advanced to only 60 HD...
A slight technicality. No matter, it changes nothing, as the difference is really a minor one, and it does little to detract from the heart of the poster's question. This is 1 scenario where given the right tools, the amount of HD the enemy in question has won't matter. :)
Wolf72

02-22-06, 11:54 AM
the scorp's only real advantage is lots of HP ...
mvincent

02-22-06, 11:59 AM
64HD??? In the SRD, the standard colossal scorpion is 40 HD for 300 HP, and can be advanced to only 60 HD...It looks like the OP was using 3.0 (which possibly explains a lot).
malignor

02-22-06, 01:20 PM
... unless you add the Fiendish template onto the Collosal Scorpion (40HD).

Only +2 CR...

But they get DR 10/magic, SR 25, Fire/Cold Resist 10, Smite Good +20 1/day, Int of 3 means they lose the "mindless" aspect in exchange for 40 skill points and 14 feats (even though it says "retains all Special Qualities" and "mindless" is part of "vermin traits", which is a special quality... never figured that out)

Would you say that's CR 14?
runestar

02-22-06, 09:12 PM
It has no class skills, so all those skill points are good really for maxing out about 1 skill at cross class limit.
It still can't fly, so....
Wolf72

02-22-06, 09:55 PM
... unless you add the Fiendish template onto the Collosal Scorpion (40HD).

Only +2 CR...

But they get DR 10/magic, SR 25, Fire/Cold Resist 10, Smite Good +20 1/day, Int of 3 means they lose the "mindless" aspect in exchange for 40 skill points and 14 feats (even though it says "retains all Special Qualities" and "mindless" is part of "vermin traits", which is a special quality... never figured that out)

Would you say that's CR 14?

ah yes ... a fiendish version :) ...

I say keep the vermin trait and go with no skills/feats (besides the bonus ones it may have) ... on the other hand the use of skills and 14 feats pretty much offsets the loss of the vermin trait
colossalscorpion7

02-23-06, 08:47 PM
mvincent is correct it is a 3.0 D&D colossal monstrous scorpion. It has 416 hit points, saves are fort +36 ref +21 will +21 so it basically automatically makes any saving throw. 2 claws +49 melee, sting +44 melee Damage claw: 2d8+9 and sting poison save DC 54 (unmakable) 2d8 temporary str damage 2d8+4 hp damage. Improved grab. It is 80 feet long by 40 feet wide and ten feet high. Reach is 15 feet.
cwslyclgh

02-23-06, 08:49 PM
and still can't fly.
colossalscorpion7

03-21-06, 12:49 AM
It seems 3.5 weakened the monster from 3.0 and raised its CR to 12 based on the responses. I don't have 3.5 and thought they had only changed the rules like PHBK and DMG. Didn't think they would redo all the monsters; thought the monsters stats would remain the same.
pileobone

03-21-06, 01:47 AM
It seems 3.5 weakened the monster from 3.0 and raised its CR to 12 based on the responses. I don't have 3.5 and thought they had only changed the rules like PHBK and DMG. Didn't think they would redo all the monsters; thought the monsters stats would remain the same.

Weakend? Well physically in some aspects yes, but I consider the change from Strength damange to Constitution damage a big pick-me-up in a power sense. Still, it can't defend against fly or touch spells. Fiendish...yeah, it has a chance to negate spells, but still...it can't get you if ure flying. But still...1d10 Con damage with a DC 33 Fort save....*shudder* with the possibility of making that 2d10 Con damage a minute later. :yuck:
Slagger the Chuul

03-21-06, 02:00 AM
But still...1d10 Con damage with a DC 33 Fort save....*shudder* with the possibility of making that 2d10 Con damage a minute later. :yuck:

It's not like you couldn't have access to neutralize poison at that level.
pileobone

03-21-06, 02:35 AM
It's not like you couldn't have access to neutralize poison at that level.

Tis true, good point.
Morrowner

03-21-06, 11:20 AM
Screw the Fiendish, how about a Shadow Denizen Monster of Legend Colossal Scorpion?
736 HP,total concealment in the abscence of light, DR/5 Magic, Fast Healing 2, +5 on all saves, +5 to natural armor, 34 AC, Evasion. Touch is still crap.
Old Skool scorpion would have a DC 39 Chittering attack that would make all who fail their saves shaken as a free action.
Reflective Hide(Spell Turning always on to shock somebody using a ranged touch attack or ray) and SR 42, making it nigh impossible to even cast a spell on it.
In melee its nasty as can be, 2 claws at +54 for 2d8+14 damage a pop, a sting at +49 with a DC 59 save. Its saves are Fort. +46, Reflex +29, Will +27
CR 14.
What am I trying to say here?
The Shadow template is hella harsh, as is the Monster of Legend Template, as was the 3.0 scorpion.
Thank God the scorpion has been declawed.
malignor

03-21-06, 01:02 PM
howabout this guy...

Mighty Vengeance Scuttler - Half-Fiend Collosal Scorpion
-=- Collosal Outsider (extraplanar, evil) -=-
Hit Dice: 40d8+160 (340 hp)
Initiative: +1
Speed: 50 ft. (10 squares), fly 50 ft (average)
Armor Class: 29 (–8 size, +1 Dex, +26 natural), touch 3, flat-footed 27
Base Attack/Grapple: +30/+60
Attack: Claw +36 melee (3d6+14)
Full Attack: 2 claws +36 melee (3d6+14) and bite +31 melee (4d6+7) and sting +31 melee (2d8+7 plus poison)
Space/Reach: 40 ft./30 ft.
Special Attacks: Constrict 3d6+14, improved grab, poison, smite good, spell-like abilities
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Immunity to poison, Resistance to acid 10, cold 10, electricity 10, and fire 10, damage reduction 10/magic, spell resistance 35
Saves: Fort +26, Ref +14, Will +13
Abilities: Str 39, Dex 12, Con 18, Int —, Wis 10, Cha 4
Skills: Climb +18, Hide –10, Spot +4
Feats: —
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 15
Treasure: 1/10 coins; 50% goods; 50% items
Advancement: 41–60 HD (Colossal)
Level Adjustment: —

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

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

Poison (Ex): A monstrous scorpion has a poisonous sting. The save DCs are Constitution- based. The indicated damage is initial and secondary damage. (Fort34 1d10/1d10 Con)

Smite Good (Su): Once per day the creature can make a normal melee attack to deal +20 damage against a good foe.

Spell-Like Abilities: Caster level 40, and the save DC is Charisma-based (DC = spell level+7; rather weak).
3/day = {Darkness (6hr40min), Poison (Fort30, 1d10/1d10 con), Unholy Aura (4min)},
1/day = {Desecrate (3days8hr), Unholy blight (500'; Will11), Contagion, Blasphemy (Will14; HD1-30 killed), Unhallow, Horrid wilting (2000'; 40 victims; 20d6 or 10d6 if Fort15), Summon monster IX (125'; 4 min; bebelith, hezrou, fiendish gargantuan scorpion, barbed devil, 1d3 vrocks, 1d3 hellcats, 1d4+1 babaus, 1d4+1 bone devils or 1d4+1 fiendish huge scorpions), Destruction (125'; Death or Fort14 for 10d6}

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

==============================

Think that's a balanced CR15 encounter?
pileobone

03-21-06, 01:40 PM
YES! :dancin: ...wait, no :nonono:
Sidartha

03-21-06, 03:07 PM
MIght as well make it Spellstiched(MMIII) as this point.
I mean.... Why not? :)
Morrowner

03-21-06, 04:00 PM
Because making it half troll is so much more fun.
Hello 2 more claw attacks at +56 dealing 4d6+16 damage a hit and a Rend Attack attack at 8d6+32 damage and another 180 HP. The monster of legend template gives it a Mind but that can almost be considered a positive when you gain 21 feats and can make yourself immune to mind-affecting abilities.
Hello Power Attack!!! :D :eek:
malignor

03-21-06, 04:18 PM
With just the half-fiend template my abominable creation is...
- purely SRD
- a simple product (a bebilith mated w/ a big scorpion, out comes this!)
Morrowner

03-22-06, 03:57 PM
Jah, but mine is bigger.
malignor

03-22-06, 05:05 PM
Pfft. I could easily go a step farther and it'll still be RAW.
Pseudonatural Collosal Scorpion of Divine Rank 100.