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Scorpionfolk


Scorpionfolk CR 7

XP 3,200

LE Large monstrous humanoid

Init +5; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)

hp 78 (12d10+12)

Fort +7, Ref +9, Will +10

Resist fire 5; SR 18

OFFENSE

Speed 40 ft.

Melee sting +16 (1d8+4 plus poison), 2 claws +13 (1d6+2), or

large heavy lance +17 (2d6+6), sting +14 (1d8+2 plus poison), 2 claws +13 (1d6+2)

Special Attacks poison, trample (1d6+4, DC 20)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 10th)

1/day – major image (DC 15)

2/day – mirror image

STATISTICS

Str 19, Dex 12, Con 13, Int 18, Wis 14, Cha 15

Base Atk +12; CMB +17; CMD 28 (32 vs. trip attempts)

Feats Alertness, Great Fortitude, Improved Initiative, Multiattack, Power Attack, Weapon Focus (sting)

Skills Diplomacy +4, Intimidate +17, Perception +17, Sense Motive +15

Languages Common, Terran

SPECIAL ABILITIES

Poison (Ex)

Sting – injury; save Fort DC 17; frequency 1/round. for 6 rounds.; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.

ECOLOGY

Environment warm desert, plains, hills

Organization solitary, pair, company (3-5), patrol (6-20 plus 2-8 Medium-sized scorpions plus 1 ranger of 3rd-5th level), or troop (21-40 plus 4-32 Medium-sized scorpions plus 1-4 giant scorpions plus 1 cleric of 6th-8th level plus 1 ranger of 6th-8th level)

Treasure standard

Scorpionfolk are nomadic creatures forced into desolate regions by other races. From the waist up, a scorpionfolk appears to be a four-armed humanoid covered with black armor. From the waist down, it looks like an enormous scorpion. One pair of arms ends in vicious claws, while the other pair ends in humanoid hands.

A scorpionfolk has waxy, gray skin, and its eyes are entirely black. Scorpionfolk use major image to create illusions of small oases or wells, luring travelers into traps. They then charge their opponents, attacking with their lances. Any who survive the charge are trampled and attacked with stingers, claws, and any melee weapons carried by the creatures. In addition to their claws and sting, scorpionfolk may use fachions, spears, scimitars, short bows, or crossbows.

Scorpionfolk are nomads that live austerely and move frequently. They carry their belongings with them, and use tents for shelter. Companies and patrols are usually younger individuals out hunting or scouting in force. Scorpionfolk tribes tend to include more experienced (and less expendable) individuals. Scorpionfolk survive through a combination of hunting, foraging, and raiding. They sometimes barter with creatures powerful enough to withstand their attacks.

Section 15: Copyright Notice
Section 15: Copyright Notice
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.