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Manscorpion

by John Walter Biles

Manscorpions have the upper body of a human and the lower body of a scorpion, being rather like a scorpion version of a centaur. They favour deserts and mountains and caverns but can live anywhere they fit into. They keep giant scorpions as pets, but tend to be hostile to everything else. They tend to operate in small war parties, raiding more civilised folk.

Manscorpion Archer, Level 8 Artillery
Large natural humanoid (Manscorpion) XP 350
Initiative +9 Senses Perception +6
HP 70; Bloodied 35
AC 22; Fortitude 20, Reflex 22, Will 19
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Scorpion’s Sting (standard; at-will) | Poison
Reach 2; +11 vs. Fortitude; 1d8+5 + Slow (save ends)
r Longbow (standard; at-will)
Ranged 15/30; +13 vs. AC; 2d6+5 damage
R Ankle Shot (standard; Refresh 5-6)
Ranged 15/30; +11 vs. Fortitude; 1d8+5 damage and Slow (save ends)
Alignment Evil Languages Common, Manscorpion
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 16 (+7) Int 12 (+0) Cha 8 (+3)
Equipment Large Longbow

Manscorpion Archers provide support fire for the warriors and priests, using their high speed to stay well clear of enemies and using Ankle Shot as needed to try to prevent foes catching up to them.

Manscorpion Priest, Level 10 Controller (Leader)
Large natural humanoid (Manscorpion) XP 500
Initiative +9 Senses Perception +6
HP 70; Bloodied 35
AC 22; Fortitude 20, Reflex 22, Will 19
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Poison Sting (standard; at-will) | Poison
Reach 2; +14 vs. Fortitude; 1d8+5 + Slow (save ends)
m Holy Strike (standard; at-will)
Reach 3; +15 vs. AC; 2d6+3 and one ally gains +2 to hit the target until the end of his next turn
Poison Breath (standard; Refresh 5-6) | Poison
Close Blast 5; +14 vs. Fortitude; 2d8+5 Poison Damage and 5 ongoing Poison damage
Holy Word (minor, 2/encounter) | Healing
Close Burst 5; one target may spend a healing surge and add +2d6 extra HP.
Alignment Evil Languages Common, Manscorpion
Str 17 (+7) Dex 16 (+9) Wis 21 (+6)
Con 17 (+7) Int 18 (+0) Cha 18 (+3)
Equipment Glaive-Guisarme, Holy Symbol

Manscorpion Priests lead lesser Manscorpions to war; they are far less common than Warriors and Archers. A few priests grow greatly in power, becoming much stronger.

Manscorpion Warrior, Level 8 Soldier
Large natural humanoid (Manscorpion) XP 350
Initiative +8 Senses Perception +6
HP 90; Bloodied 45
AC 24; Fortitude 22, Reflex 20, Will 20
Immune Poison (Scorpions and Manscorpions only)
Resist Poison 10
Speed 12
m Halberd (standard; at-will)
Reach 3; +15 vs. AC; 2d6 +5
M Scorpion’s Sting (standard; at-will) | Poison
Reach 2; +13 vs. Fortitude; 1d8+5 + Slow (save ends)
M Paralysing Sting (standard; Refresh 5-6)
Reach 2; +13 vs. Fortitude; 2d6+5 and Slow (save ends). If First Save Failed: Immobilised (save ends)
Threatening Reach
They gain Opportunity Attacks against anyone who moves or uses a ranged attack inside their reach.
Alignment Evil Languages Common, Manscorpion
Skills Endurance +13, Nature +11
Str 18 (+8) Dex 14 (+6) Wis 14 (+6)
Con 18 (+8) Int 12 (+5) Cha 8 (+3)
Equipment Large Halberd

Most Manscorpions favour the use of pole-arms in combat, which allows them a mix of moderately strong defence and offence. They move to cover their archers and the priests.