THE SCORPION KING ("The Monsters Are Our Heroes" Villain)
This material uses game statistics from "The Monsters Are our Heroes" rpg by Bloat games.
Based on characters from "The Mummy Returns" film, directed by Stephen Sommers.
In 3067 BC, the Scorpion King is defeated and exiled to the Desert of Ahm Shere. Dying, the Scorpion King makes a pact to give Anubis his soul in return for the power to defeat his enemies. Anubis accepts, magically conjuring an oasis and golden pyramid, and giving the Scorpion King an army of jackal-like warriors to conquer Egypt.
Once the Scorpion King is established as the first Pharaoh of Egypt in 3060 BC, Anubis claims his soul and the army is returned to the Underworld.
Five thousand years later, in the year 1933, a cult attempted to bring about the defeat of the Scorpion King by resurrecting the mummy priest Imhotep and using the powers of the undead to destroy the Scorpion King and claim the Army of Anubis for themselves. Their efforts were overcome by the O'Connell Family and their allies, when Rick O'Connell used the Spear of Osiris to destroy the Scorpion King and banish his army.
The great thing about having one's own campaign is that you can have events play out differently, or re-use villains how you see fit. Given that the Scorpion King is the unholy champion of Anubis, that that Anubis is the Egyptian God of the Dead, it is possible for the Scorpion King to be resurrected in service of his dark god at any time! As such, the Scorpion King can return to plague our monstrous heroes... especially if one of your players is running a Mummy PC!
The Scorpion King (Champion of Anubis)
Evade 19
Hit Points 85 (10 HD)
Armor Points 3 (chitin armor)
Str 5, Dex 1, Con 4
Int 1, Wis 2, Cha 1
Luck 12
ATTACKS
Pincer: +5 melee attack (2d12+5 bludgeoning damage) and the target is Grappled (escape DC 15). The Scorpion King has four claws, each of which can Grapple only one target.
Sting: +5 Melee attack (2d12+5 piercing damage) and the target must make a DC 14 Constitution saving throw, taking 2d12 poison damage on a failed save, or half as much damage on a successful one.
ABILITIES
Damage Resistance: The Scorpion King is immune to bludgeoning, piercing, and slashing damage from non-magical weapons.
Fear Aura: Any creature hostile to the Scorpion King that starts its turn Nearby the Scorpion King must make a DC 12 Wisdom saving throw, unless the Scorpion King is incapacitated. On a failed save, the creature is frightened until the end of its next turn. The frightened target can repeat the saving throw at the end of their turn, removing the frightened effect with a success.
Poison Immunity: The Scorpion King is immune to Poison damage and the Poisoned Condition.
Magic Resistance: The Scorpion King has Advantage on saving throws against spells and other magical effects.
Vulnerability: The Scorpion King is vulnerable to piercing damage from magic weapons wielded by good-aligned creatures.
Wall Crawling: The Scorpion King can climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.
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