GUARD SCORPION
A hulking robotic figure, it moves quickly through reactors, slums and underground facilities, defending its programmed lair from intruders. Designed by the Shinra Corporation to protect its controversial mako reactors from increasingly radical environmental terrorists. The guard scorpion follows the orders input into it by technicians and doesn’t stray from those goals until new orders have been input.
GUARD SCORPION CREATURE 4
UNCOMMON N HUGE CONSTRUCT ROBOT MINDLESS
Perception +12; darkvision
Skills Athletics +13
Str +5 Dex +3 Con +2 Int +1 Wis -5 Cha -5
AC 22 Fort +13 Ref +10 Will +9
HP 70; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 Weakness electricity 10
Tail Laser (Reaction ability) Trigger While the Guard Scorpion has its tail raised, it would take damage from a creature within range. Effect The Guard Scorpion reacts to any attack against it by unleashing a torrent of energy. The tail laser strikes all creatures in a 50-foot line beginning in the attacking creature’s square for 6d6 damage that is half-fire, half-electric. (DC 18 basic Reflex save).
Speed 30 feet; climb 25 feet
Melee (one action) tail +15 (fatal d12, reach 15 feet), Damage 2d8+5 piercing
Ranged (one action) rifle +13 (range increment 60 feet, reload 0) Damage 1d10 piercing
Search Scope (two actions) (electric, manipulate) The guard scorpion’s sensors emit a beam of green light that washes over a target creature within 60 feet. Until the end of the guard scorpion’s next turn, all attacks made against the target receive no multiple attack penalties.
Raise Tail (two actions) The guard scorpion raises its tail, powering up a devastating counter-attack.