Manscorpion

Manscorpion
Large Aberration
Hit Dice: 4d8+18 (36 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 15 (-1 size, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Sting +3 melee (1d4 plus poison)
Full Attack: By weapon type and sting +3 melee (1d4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison
Special Qualities: Heat resistant, low-light vision
Saves: Fort +4, Ref +1, Will +5
Abilities: Str 19, Dex 10, Con 17, Int 12, Wis 12, Cha 9
Skills: Intimidate +7, Perception +8, Survival +8
Feats: Power Attack, Toughness
Environment: Any desert or ruins
Organization: Solitary, group (1d4), patrol (1d4 warriors + 1 priest or mage)
ECL: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 5-12 HD (Large)

No one is quite sure where the manscorpion race first came from, though it is widely suspected that they were the product of magical experimentation – after all, how can one account for the fusing of a human torso to a scorpion's body? The manscorpions themselves either do not recall their origins or aren't talking, so the truth behind their existence may never be known. In any case, it seems the race breeds true, though no one has ever seen a female manscorpion (at least, not and lived to tell of it). It is suspected that the females are extremely rare and guarded zealously by the males; they might even serve as a queen ant or queen bee does for a hive. Manscorpions can communicate with monstrous scorpions, and keep them as pets and guards.

Manscorpions are a combination of human and scorpion, much like the centaur is human and horse. The human part is always strong and muscular; manscorpions often carry large weapons like halberds, dire flails, and greatswords. The lower part of the torso fuses into the chitinous body of a scorpion, with six legs and a poisonous tail arching up over the back. The lower part is dark gray or black; the upper part, is often bare (though warriors wear leather or hide armor) and sun-darkened. They stand 7-8 feet tall, and are around 10 feet long. Clerics are common among them, wizards less so; most other manscorpions characters are fighters or (rarely) rangers).

Manscorpions speak Common, and they can also communicate in a chittering tongue among each other and with other scorpions.

Combat

Manscorpions are intelligent foes and use good tactics in combat. Warriors rely on their superior strength and reach, as well as their poisonous tails, to quickly defeat enemies, while spellcasters hang back from battle to use their spells in support of the warriros. A manscorpion patrol is often accompanied by one or more monstrous scorpions of various sizes, or can summon them when necessary. Drones try to avoid battle, but can fight fiercely when pressed. A manscorpion can hit an opponent directly in front of him with his tail, or 5 feet to either side (but not behind).

Heat Resistant (Ex): Manscorpions are used to the blazing heat of the desert, and suffer no penalty from extremely high temperatures, though they still take normal damage from fire.

Poison (Ex): Injury, moderate incapacitating, DC 15; onset 1d6+2 rounds, check 2d4 minutes; Initial effect 1d4 Str, secondary effect 1d6 Str.


Manscorpion Fighter
Large Aberration
Hit Dice: 4d8+2d10+21 (50 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 natural, +2 leather armor), touch 10, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Large halberd +11 melee (2d8+4/x3)
Full Attack: Large halberd +11 melee (2d8+4/x3) and sting +3 melee (1d4+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison
Special Qualities: Heat resistant, imposing size, low-light vision
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 19, Dex 10, Con 17, Int 12, Wis 12, Cha 9
Skills: Craft (any) +6, Intimidate +9, Perception +10, Survival +8
Feats: Cleave, Power Attack, Toughness, Weapon Focus (halberd)
Environment: Any desert or ruins
Organization: Solitary
ECL: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Combat

Imposing Size (Ex): The fighter can use his sheer size (and the threat of his huge weapon) to intimidate opponents. He can use his Strength bonus instead of Cha, if it is higher, when making Intimidate checks to demoralize opponents; he also gains a +4 bonus to Intimidate checks in general when wielding his weapon.

Poison (Ex): Injury, moderate incapacitating, DC 15; onset 1d6+2 rounds, check 2d4 minutes; Initial effect 1d4 Str, secondary effect 1d6 Str.

Possessions: Leather armor, halberd.

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