Scorpionfolk (3.5e Creature)

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Size/Type: Large Monstrous Humanoid
Hit Dice: 12d8+12 (66 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Sting +16 melee (1d8+4 plus poison)
Full Attack: Sting +16 melee (1d8+4 plus poison) and 2 claws +13 melee (1d6+2) or lance +15/+10/+5 melee (2d6+6/×3) and sting +14 melee (1d8+2 plus poison) and 2 claws +13 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities, trample 1d8+6
Special Qualities: Darkvision 60 ft., fire resistance 5, spell resistance 18
Saves: Fort +5, Ref +9, Will +10
Abilities: Str 19, Dex 12, Con 13, Int 8, Wis 14, Cha 15
Skills: Diplomacy +4, Intimidate +6, Listen +7, Sense Motive +7, Spot +7
Feats: Alertness, Cleave, Power Attack, Multiattack, Weapon Focus (sting)
Environment: Warm Deserts, Plains, Hills
Organization: Solitary, pair, company (3–5), patrol (6–20 plus 2–8 Medium size monstrous scorpions plus one 3rd–5th level ranger), or troop (21–40 plus 4–32 Medium-size monstrous scorpions and 1–4 Large monstrous scorpions plus 1 6th–8th level cleric plus 1 6th–8th level ranger)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4
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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 speak Common and Terran.

Combat

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 falchions, spear, scimitars, short bows, or crossbows.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Spell-Like Abilities: 1/day—major image (DC 15); 2/day—mirror image. Caster level 10th; save DC 12 + spell level.

Trample (Ex): Reflex half DC 20. The save DC is Strength-based.

Scorpionfolk Society

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.

Scorpionfolk Characters

A scorpionfolk character's preferred class is ranger, with some few taking levels of barbarian. Scorpionfolk rarely become druids, preferring levels of cleric instead. Reports of scorpionfolk sorcerers have not been confirmed.

A scorpionfolk PC's effective character level (ECL) is equal to its class level + 16. Thus, a 1st level scorpionfolk ranger has an ECL of 17 and is the equivalent to a 17th level character.



Template:3.5e Creatures CR 7 Breadcrumb

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