Scorpionfolk click to see monster

Note: Scorpionfolk do not appear in the official d20 SRD. This is open gaming content published in the Monster Manual II and has been updated to v3.5 rules by site users and administrators.

Size/Type: Large Monstrous Humanoid
Hit Dice: 12d8+12 (66 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Lance +15 melee (2d6+6/x3) or sting +15 melee (1d8+4) or claw +15 melee (1d6+4)
Full Attack: Lance +15/+10/+5 melee (2d6+6/x3) and sting +15 melee (1d8+2) and 2 claws +15 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 1d8+6, poison, spell-like abilities
Special Qualities: Darkvision 60 ft., resistance to fire 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, Sense Motive +7, Listen +7, Spot +7
Feats: Alertness, Cleave, Improved Multiattack, Multiattack, Power Attack
Environment: 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

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 end 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 travelers into traps. They then charge their opponents, attacking with their lances. Any who survive 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, lances, spears, scimitars, short bows, or crossbows.

Trample (Ex)

Reflex half DC 20. The save DC is Strength-based.

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 As Characters

Scorpionfolk characters possess the following racial traits.