Scorpion

Level:

Creature Type: Vermin

Environment: Any

Attack: Claw, sting

Special Qualities: Hide, poison, burrow

Organization: Solitary or hive (4+)

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Scorpions - at least of the monstrous variety - present a unique challenge to unwary adventurers. They are incredibly large, ranging from the size of a dog all the way up to the size of a horse. Capable of hiding and burrowing for short distances beneath soil or loose rock, the scorpion is a very dangerous foe despite its mindless nature. Indeed, as a near-mindless creature, it cannot be affected by many of the tricks or spells that affect other monsters. A typical encounter usually entails the scorpion darting out of the shadowy corners of a dungeon chamber and, unnoticed, making its attack. Unless a character is especially wary (once again rogues prove their usefulness�if you can find a trustworthy one), the scorpion won't be noticed until its stinger is descending into vulnerable flesh, dripping with poison. Even after the fight has begun, the scorpion has the tendency to quickly burrow beneath the earth, frequently enabling it to spring up on a flank or behind its target& rendering attempts to dodge or block its blows very difficult indeed.

In Xen'drik, the drow possess a strange affection for the scorpion. They use ensorcelled scorpions as guards, wards, and traps against the intrusion of would-be heroes. They seem to especially enjoy employing scorpions in dungeon areas where adventurers could be trapped, or near where they might hope to rest.

Especially large or more powerful scorpions - night, desert, and death stalker scorpions - should simply be avoided whenever possible. You're directed to seek the firepower of a talented wizard or sorcerer to blast these creatures from afar, or gain access to immunity to poison (such as that provided by a neutralize poison spell) - or to simply run as fast as you can.