Scorpionfolk CR 7
LE Large monstrous humanoid
hp 78 (12d10+12)
Fort +7, Ref +9, Will +10
Resist fire 5; SR 18
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)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th)
1/day – major image (DC 15)
2/day – mirror image
Str 19, Dex 12, Con 13, Int 18, Wis 14, Cha 15
Languages Common, Terran
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)
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.