From ORC Edinburgh RPG Wiki
Jump to navigation Jump to search

Large Monstrous Humanoid


Hit Dice: 12d8+12 (66 hp)

Initiative: +1

Speed: 40 ft.

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

Attacks: Sting +15 melee and 2 claws +13 melee, or Large heavy lance +11/+6/+1 melee and sting +13 melee and 2 claws +13 melee

Damage: Sting 1d8+4 plus poison (primary), claw 1d6+2, Large heavy lance 2d6+6/×3, sting 1d8+2 plus poison (secondary)

Face/Reach: 10 ft. /5 ft.

Special Attacks: Poison, spell-like abilities, trample 1d8+6

Special Qualities: Darkvision 60 ft., fire resistance 5, SR 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, Multiattack, Power Attack

Climate/Terrain: Warm desert, plains, and hills

Organization: Solitary, pair, company (3-5), patrol (6-20 plus 2-8 Medium-size monstrous scorpions plus 1 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

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 armour. 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.


Scorpionfolk use major image to create illusions of small oases or wells, luring travellers 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, spears, scimitars, short bows, or crossbows.

Poison (Ex): A scorpionfolk delivers its poison (Fortitude save DC 17) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage.

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


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.


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 of a 17th level character.