The * Frilond * Campaign
Scorpionfolk

Monstrous man/scorpion hybrids were part of FRPGs almost from the outset. Runequest was probably the first with its scorpionmen, vile creatures of Chaos. A little later Basic D&D sported manscorpions in module X4, Master of the Desert Nomads. And eventfully the Forgotten Realms had their own AD&D version for the Mazteca setting.

White Wolf was the first publisher to offer up a d20 variation on this theme in its sandmasker, which appeared in the Creature Collection. In the Monster Manual II WoTC reworked and republished the sandmasker as the Open Game Content scorpionfolk. White Wolf then updated the sandmasker for 3.5 edition in their Creature Collection Revised.

The one drawback to the d20 scorpionfolk is its relatively large number of Hit Dice and consequently high Equivalent Character Level (ECL). Accordingly, we have reworked the creature into a Savage Species style monster class. This version primarily uses the Monster Manual II scorpionfolk description, but also draws on the revised sandmasker entry.

SCORPIONFOLK MONSTER CLASS

Monstrous Humanoid

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 appears 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.

Racial Traits

Class Skills

The Scorpionfolk's class skills are Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), and Spot (Wis).

Class Features

All of the following are class features of the scorpionfolk monster class.

Weapons and Armor Proficiency: Scorpionfolk are automatically proficient with simple weapons and martial weapons.

Feats: A scorpionfolk receives one feat at 1st level, 7th level, 11th level, and 15th level. After 15th level it gains feats normally according to its character level.

Sting: A scorpionfolk has a sting attack that is a natural weapon dealing the indicated damage plus Strength bonus.

Claws: A scorpionfolk has 2 claw attacks that are natural weapons dealing the indicated damage plus 1/2 Strength bonus.

Poison (Ex): A scorpionfolk's sting injects a poison that deals the indicated primary and secondary damage (DC 10 + 1/2 scorpionfolk's HD from class levels + scorpionfolk's Con modifier).

Spell Resistance (Ex): Starting at 6th level, a scorpionfolk has spell resistance equal to 3 + class level.

Spell-Like Abilities (Sp): A scorpionfolk gains spell-like abilities at 6th, 9th, and 12th levels. A scorpionfolk's caster level is equal to its Hit Dice from class levels -2.

Trample (Ex): As a full-round action, a scorpionfolk can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. This attack deals 1d8 + 1-1/2 the scorpionfolk's Str modifier bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage (DC 10 + 1/2 scorpionfolk's HD + scorpionfolk's Str modifier).

The Scorpionfolk
Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skill Points CR Special
1st 1d8 +1 +0 +2 +2 (2 + Int mod) x 4 1/2 Feat, +2 natural armor, sting 1d4
2nd 2d8 +2 +0 +3 +3 2 + Int mod 1 2 claws 1d3
3rd 3d8 +3 +1 +3 +3 2 + Int mod 1 +2 Str, feat, +3 natural armor
4th 3d8 +3 +1 +3 +3 - 2 +2 Cha, poison (1 Dex, 1 Dex)
5th 4d8 +4 +1 +4 +4 2 + Int mod 2 Sting 1d6, 2 claws 1d4
6th 5d8 +5 +1 +4 +4 2 + Int mod 3 +2 Dex, Spell Resistance, mirror image 1/day
7th 6d8 +6 +2 +5 +5 2 + Int mod 4 +2 Wis, feat, +4 natural armor, poison (1d2 Dex, 1d2 Dex)
8th 6d8 +6 +2 +5 +5 - 4 Sting 1d8, 2 claws 1d6, Large size (10 ft. space)
9th 7d8 +7 +2 +5 +5 2 + Int mod 4 +2 Str, fire resistance 5, mirror image 2/day.
10th 8d8 +8 +2 +6 +6 2 + Int mod 5 +2 Cha, poison (1d3 Dex, 1d3 Dex)
11th 9d8 +9 +3 +6 +6 2 + Int mod 5 Feat, +5 natural armor
12th 9d8 +9 +3 +6 +6 - 6 +2 Con, major image 1/day
13th 10d8 +10 +3 +7 +7 2 + Int mod 6 +2 Wis, poison (1d4 Dex, 1d4 Dex)
14th 11d8 +11 +3 +7 +7 2 + Int mod 7 Trample, speed 40 ft.
15th 12d8 +12 +4 +8 +8 2 + Int mod 7 +2 Str, feat, +6 natural armor