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White Ghost Scorpion

Adversaries Designed by Dandelev • Art by Dandelev

Adversary overview

A large scorpion with a pale shell and a curling tail tipped with a dripping stinger. Small white flowers grow between the plates of its armored body. It smells faintly of jasmine.

White Ghost Scorpions nest in the upper reaches of the Plover Caves known as The Shallows. They live in places that have easy access to the surface, where they gather long grasses to form into nests below ground. Seeds get stuck in their plates and grow between the cracks in their armor.

Each White Ghost Scorpion provides 2 ingredients, such as: Ghost Scorpion Venom (1 Bitter, 1 Weird); Scorpion Legs (1 Salty, 2 Savory); Scorpion Eggs (1 Salty, 1 Weird).
Players may also choose to harvest jasmine blooms from the scorpions: Jasmine (2 Sweet).

Stat block

Tier
1
Type
Skulk
Difficulty
11
HP
5
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
15
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Sting
Range: Melee
Damage: 1d8+2
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Venomous Sting

    On a successful sting attack against a PC, the PC must make a DC 11 STRENGTH reaction roll or become Temporarily Poisoned and take an additional 1d6 damage to be combined with the stinger damage. The PC will take 1d6 poison damage at the start of their turns. They can then attempt another DC 11 reaction roll to overcome the poison (or attempt to remove it another way).

Actions

  • Group Attack
    fear 1

    Spend a Fear to choose a target and spotlight all White Scorpions within Close range of them. The scorpions skitter into Melee range of the target and make one shared attack roll. On a success, they deal 1d8 physical damage each. Combine this damage.

  • Now You See Me (Now You Don't)

    When it has the spotlight, the ghost scorpion can attempt to vanish from sight with a DC 13 check. On a success, it will be Temporarily Invisible until it attacks or a PC moves within Melee range. Players cannot see the scorpion while it is Invisible and rolls made against it have Disadvantage.

Reactions

Motives & tactics

Turn invisible Sting Protect

Experiences

White Ghost Scorpion

Tier 1 skulk

A large scorpion with a pale shell and a curling tail tipped with a dripping stinger. Small white flowers grow between the plates of its armored body. It smells faintly of jasmine.

Motives & Tactics: Turn invisible, Sting, Protect

Difficulty: 11 | Thresholds: 8/15 | HP: 5 | Stress: 3

ATK: +1 | Sting: Melee | 1d8+2 Physical

Experience: —

HP:

STRESS:

Features

Group Attack - Action: Spend a Fear to choose a target and spotlight all White Scorpions within Close range of them. The scorpions skitter into Melee range of the target and make one shared attack roll. On a success, they deal 1d8 physical damage each. Combine this damage.
Now You See Me (Now You Don't) - Action: When it has the spotlight, the ghost scorpion can attempt to vanish from sight with a DC 13 check. On a success, it will be Temporarily Invisible until it attacks or a PC moves within Melee range. Players cannot see the scorpion while it is Invisible and rolls made against it have Disadvantage.
Venomous Sting - Passive: On a successful sting attack against a PC, the PC must make a DC 11 STRENGTH reaction roll or become Temporarily Poisoned and take an additional 1d6 damage to be combined with the stinger damage. The PC will take 1d6 poison damage at the start of their turns. They can then attempt another DC 11 reaction roll to overcome the poison (or attempt to remove it another way).

Discussion

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