Monstrous Scorpion
Most mundane scorpions can offer a painful sting and little else. When the judge determines that more venomous scorpions can be found within an area, even having a chance of being stung by one is due only to misfortune (modeled by a failed Luck check). Deadlier venoms are possible, at the judge’s discretion, but an assassin wishing to use scorpion venom may find using the creature itself as the most expedient method. 1d3 doses of scorpion venom can be extracted from a living scorpion with a successful DC 20 Handle Poison check. Scorpions do not form swarms naturally, but may do so as the result of magic. In this case, their venom appears more potent because it represents multiple stings – when a swarm is dispersed, a thief may locate 1d6 living normal scorpions thereafter. Giant scorpions with a 40 -foot legspan are described on page 425 of the core rulebook. Monstrous scorpions are a mere 6 -7 feet long, and have comparatively weaker venom. A thief may recover 1d6 doses of venom from a monstrous scorpion, living or dead, with a successful Handle Poison check. The venom of monstrous scorpions may be alchemically distilled into a virulent poison (Fort DC 15 or death in 1d4 rounds) with three hours’ work, a successful DC 15 Intelligence, and DC 15 Handle Poison check. Failure at the Intelligence check ruins the dose, whereas failure at the Handle Poison check indicates self - poisoning as normal.
Summary
Init +2; Atk claw +4 melee (1d6) or sting +2 melee (1d4 plus venom); AC 14; HD 5d8; MV 40’ or climb 20’; Act 3d20; SP venom (DC 12 Fort save or 2d4 Stamina damage); SV Fort +5, Ref +2, Will -2; AL N.