Scorpionfolk Variants

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Seethyr
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Scorpionfolk Variants

Post by Seethyr » Mon Sep 20, 2010 10:58 pm

Does anyone have any ideas for scorpionfolk variants or have you come across any in a sourcebook somewhere? Wikipedia notes that there are 1752 different scorpion species named, so I can't imagine there is only one type of manscorpion.

One type of scorpion, known as the Emperor scorpion is rather large and docile, so I wrote up a Chaotic Neutral scorpionfolk subspecies based off of them.

Any other ideas? They are truly one of my favorite races.
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Re: Scorpionfolk Variants

Post by Angel Tarragon » Tue Sep 21, 2010 12:19 am

3.0 Monster Manual II has a Scorpionfolk race on page 221.

The Creature Collection Revised has a race called the Sandmaskers that are scorpionfolk- creatures for 3.5.
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Re: Scorpionfolk Variants

Post by Chimpman » Tue Sep 21, 2010 12:40 am

Copied from wikipedia:
Scorpions are found in virtually every habitat, including high elevation mountain-tops, caves and intertidal zones, with the exception of boreal ecosystems such as the tundra, high-altitude taiga and the permanently snow-clad tops of some mountains.[1]:251-252[6] As regards microhabitats, scorpions may be ground-dwelling, tree-living, lithophilic (rock-loving) or psammophilic (sand-loving); some species such as Vaejovis janssi are versatile and found in every type of habitat in Baja California while others occupy specialised niches such as Euscorpius carpathicus which occupies the littoral zone of the shore.[7]
We could use some of the above ideas. In particular, I like the idea of smaller, arboreal scorpionfolk. We could also develop an aquatic or semi-aquatic version of scorpionfolk - something to torment all those merfolk and aquatic elves with ;).

Another idea would be to play around with the scorpionfolk's poison. Perhaps different breeds would produce different poisons that could effect their prey in various ways. Maybe one breed has a paralyzing poison, while another induces fits on nausea, and yet another puts victims to sleep.

Size is also another attribute we can play around with (as you mention above). Standard scorpionfolk are roughly centaur size (though maybe a bit lower to the ground), but we could have smaller versions as well as larger versions. A giant sized scorpionfolk would be a very disturbing sight indeed!
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Re: Scorpionfolk Variants

Post by Hugin » Tue Sep 21, 2010 2:10 pm

Those are great ideas, chimpman! I would love to see a dog-sized scorpionfolk in mountainous terrain and one for semi-aquatic! [I don't know why but the thought of it brings me much joy! :twisted: ]

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Re: Scorpionfolk Variants

Post by Seethyr » Tue Sep 21, 2010 6:49 pm

Wow, great responses and thank you! The emporer scorpionfolk race is done and I may post it here if anyone wants to see it. Arboreal Scorpionfolk next unless someone has already done it.
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Re: Scorpionfolk Variants

Post by Chimpman » Tue Sep 21, 2010 9:52 pm

Yes, please post here! I don't have time to work on any stats at the moment, but I'd love to see what you come up with.
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Re: Scorpionfolk Variants

Post by Seethyr » Tue Sep 21, 2010 10:58 pm

Well, here it is. I know there are a few issues...

1. The art is just a mash-up of a picture of an emperor scorpion and a barbarian I found online. Not good, but its the flavor I wanted. (As a PC race, these guys should so have Barbarian as a favored class).

2. The stats are just a slight alteration on the "Stinger" from MoF.

3. The history section is specific to my Lopango campaign, so you might not get much use out of it.

Hope someone gets some joy out of it anyway :) Please feel free to critique!

Image

Emperor Scorpionfolk

Large Monstrous Humanoid
Hit Dice: 7d8+8 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 25 ft.
Armor Class: 15 (+1 Dex, -1 size, +5 natural)
Attack: Tail Sting +6 melee, 2 claws +1 melee or by weapon
Damage: Tail stinger 1d8+3 and poison, claw 1d8+4 or by weapon
Face/Reach: 5 ft by 10 ft/5ft (10ft with tail stinger)
Special Attacks: Poison
Special Qualities: Tremorsense, darkvision 80 ft
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 12
Skills: Hide +2, Listen+5, Move Silently +5, search +4, Spot +4,
Wilderness Lore +4
Feats: Alertness, Improved Initiative
Climate/Terrain: Jungle caves, Underdark
Organization: Solitary or family (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class


The fierceness in her eyes is the only thing that could scare you more than here utterly monstrous appearance. You have heard of the scorpionfolk before, but you didn’t expect them to be quite so big!

The emperor scorpionfolk retain many similarities to their cousins, the tlincalli. However, much like the scorpions from which the lower halves of their bodies are formed (emperor scorpions), they are generally more massive, usually standing over a foot taller than their more vicious cousins and often weighing in excess of 350 lb.

The dissimilarities do not end there, however, because the emperor scorpionfolk have separated themselves from the worship of the great obyrith demon lord Obox-Ob that has infiltrated the lives of their northerly cousins. Most of these scorpionfolk have come to worship a great hero of their people, who has become a demigod in his own right. This deity, known as Vulkoon, was once a pawn of Obox-Ob and even assisted the demon lord in imprisoning its enemy, the self proclaimed Lord of Scorpions, Rr'ikin'aka. But now he only cares for the survival and proliferation of his people. For unknown reasons, some of his own people have turned against him and seek to free Rr'ikin'aka from the Wells of Darkness.

Emperor Scorpionfolk are also not as aggressive toward other races as the tlincalli. Many just seek survival in much the same way as does the typical lizardfolk and oddly enough, the occasional scorpionfolk has even turned to the worship of the uncaring god Semuanya. This does not mean that they are not a threat, however, as “survival” to them usually includes competition for resources. They often take a cold and heartless outlook towards other races, but do not actively seek to cause undue suffering.

Combat

Emperor Scorpionfolk are direct in their approach to battle, but that is not to say they are stupid. Most take character classes as barbarians and will enter a rage immediately before battle. Massive greatswords are typically their weapon of choice and nothing makes one happier than cleaving its enemies in two.

Poison (Ex): Tail stinger (DC 14 Fortitude Save). Initial and secondary temporary 1d6 strength damage.

Tremorsense (Ex): Emperor Scorpionfolk are very aware of their surroundings and can detect faint movements as far as 80 ft away, as long as the movement originates at least partially on earth.
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Re: Scorpionfolk Variants

Post by Cthulhudrew » Wed Sep 22, 2010 1:04 am

Hope you don't mind; been playing around with Photoshop, and thought it might be fun to do some image retouching with your scorpionfolk concept.

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Re: Scorpionfolk Variants

Post by Seethyr » Wed Sep 22, 2010 1:58 am

Mind? I'm actually going to beg to use it in the project I'm working on. :)
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Re: Scorpionfolk Variants

Post by Cthulhudrew » Wed Sep 22, 2010 3:12 am

Seethyr wrote:Mind? I'm actually going to beg to use it in the project I'm working on. :)
Feel free. :D
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Re: Scorpionfolk Variants

Post by Azaghal » Wed Sep 22, 2010 4:14 am

Given the multitude of scorpion types I see no reason we could not create Scorpion-men to fill all the various humanoid or demi-human roles. A sylvan scorpion_man small-med sized with a propensity to use the trees as homes, rock scorpions (dwarflike) etc.
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Re: Scorpionfolk Variants

Post by Chimpman » Wed Sep 22, 2010 3:30 pm

That is a really frikkin awesome pic Cthulhu!
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Re: Scorpionfolk Variants

Post by Seethyr » Wed Sep 22, 2010 4:16 pm

Chimpman wrote:That is a really frikkin awesome pic Cthulhu!
+1, it really looks awesome. Now, the arboreal scorpionfolk I'm working on are really small, almost sprite-like in size. I have visions of dozens of these little buggers running around in the forest, shooting their tiny bows...

If anyone was bored and just happened to feel like PhotoShopping one of them up ;-)
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Re: Scorpionfolk Variants

Post by Chimpman » Wed Sep 22, 2010 7:42 pm

Just stumbled upon this - the Slayer's Guide to Scorpionfolk. Not sure if folks out there have already seen this, or if it is any good.
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Re: Scorpionfolk Variants

Post by Azaghal » Thu Sep 23, 2010 12:50 am

Chimpman wrote:Just stumbled upon this - the Slayer's Guide to Scorpionfolk. Not sure if folks out there have already seen this, or if it is any good.
Had no idea that was out there, thanks Chimpman.
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Re: Scorpionfolk Variants

Post by Seethyr » Sat Sep 25, 2010 7:45 pm

Here is a snapshot of the Arboreal Scorpionfolk, also known as Opistacanthi.

They are a small race of neutral hunters that take to wooded areas and attack as a pack from safe positions in the trees. As prolific hunters, they frequently use small bows envenomed with their own paralytic poison.

Image

Again, sorry the art isn't any good, it's just to give a general idea of what they look like.
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Re: Scorpionfolk Variants

Post by Chimpman » Sat Sep 25, 2010 11:39 pm

Seethyr wrote:Here is a snapshot of the Arboreal Scorpionfolk, also known as Opistacanthi.

They are a small race of neutral hunters that take to wooded areas and attack as a pack from safe positions in the trees. As prolific hunters, they frequently use small bows envenomed with their own paralytic poison.

Image

Again, sorry the art isn't any good, it's just to give a general idea of what they look like.
I can see these guys coming into conflict with other woodland folk - especially the fairy races. Sprites and pixies would be natural enemies.
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Re: Scorpionfolk Variants

Post by Azaghal » Sun Sep 26, 2010 4:49 am

Chimpman wrote:
Seethyr wrote:Here is a snapshot of the Arboreal Scorpionfolk, also known as Opistacanthi.

They are a small race of neutral hunters that take to wooded areas and attack as a pack from safe positions in the trees. As prolific hunters, they frequently use small bows envenomed with their own paralytic poison.

Image

Again, sorry the art isn't any good, it's just to give a general idea of what they look like.
I can see these guys coming into conflict with other woodland folk - especially the fairy races. Sprites and pixies would be natural enemies.
Don't run yourself down on the art Seethyr! I agree, sprites, pixies and Jerlamain look out. The various layers of the rainforest and other forest are more alive than ever!! :D
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Re: Scorpionfolk Variants

Post by Seethyr » Wed Sep 29, 2010 11:03 pm

While researching scorpionfolk, I started thinking of beasts they might keep as pets. I discovered some interesting info that the actual mythological manticore was said to have a scorpion's tail (as opposed to the projectile spikes of D&D "myth").

Here is some awesome art I found illustrating what a "real" manticore is supposed to look like.

Image

I'm thinking it's another creature that should be statted up under a title like "Scorpionbeast" or "Manticorpion."
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Re: Scorpionfolk Variants

Post by Seethyr » Thu Oct 07, 2010 3:36 am

Here is a photo of a race called the Palophonti. They are based off of a species of extinct giant sea scorpions. Though I haven't worked stats for them, I have included my intended alterations to the scorpionfolk from MMII.

Image

1. 16 HD
2. No stinger and no poison
3. Huge Size, Typically 25-30 Feet Long
4. Claw Damage 2d8+8
5. Swim Speed 40 ft
6. Replace spell-like abilities Major Image and
Mirror Image with Summon Swarm (Crustaceans only) 2x/day, Haste 1x/Day
7. Amphibious but uncomfortable on land
(-2 on attacks and saves)
8. Strength increased to 23
9. CR 13
10. Alignment Always Lawful Evil
11. Tail Whip Special Attack


The "Den of Scorpions" adventure/accessory is coming along nicely and includes each of the baddies on this thread.
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Re: Scorpionfolk Variants

Post by Azaghal » Thu Oct 07, 2010 11:01 am

Sweet, really like the giant aquatic scorpion.
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Re: Scorpionfolk Variants

Post by Hugin » Thu Oct 07, 2010 4:16 pm

Azaghal wrote:Sweet, really like the giant aquatic scorpion.
Definitely! However, for moving through water, I'd have the human torso segment slanted more forward.

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Re: Scorpionfolk Variants

Post by Seethyr » Fri Oct 08, 2010 2:33 am

Azaghal wrote:Sweet, really like the giant aquatic scorpion.
Oh good! I was worried about the art looking too unnatural yet again, but I hope you get some use out of him.
Hugin wrote: Definitely! However, for moving through water, I'd have the human torso segment slanted more forward.
Good point, just can't seem to get it right though. I may have to throw him up on a shoreline to explain the stance away...

Here is a historical timeline included in Den of Scorpions. I have tried to adapt as much of the FR information I could find on the race. Most of the canon material comes from 3e's Underdark and Monsters of Faerun. I have also included events specific to the adventure. If you know any more information that you'd like to include I will gladly work it in, even if you just want to add some of your own fiction.

If anyone is interested in seeing more, I have also written up a cultural bit on the scorpionfolk and a short explanation of the differences between the terms "manscorpion," "scorpionfolk," "Tlincalli," and "stinger" (in addition to the adventure). Here goes...


Historical Timeline

Note that all dates are shown in Dale Reckoning (DR)

c. -30,000: The scorpionfolk mortal hero Vulkoon assists the obyrith demon lord Obox-Ob in imprisoning Rr'ikin'aka in the Wells of Darkness in the Abyss. Obox-Ob shows no appreciation for the deed and continues to devour the scorpionfolk at whim. Vulkoon’s legend grows when he splits from his kin, now known as Tlincalli, and leads his followers to southern lands where he is crowned king, worshipped as a god, and eventually ascends to demigodhood. Vulkoon becomes the 11th immortal worshipped by the scorpionfolk which becomes a very important number in the mysticism of the race.

c. -12,000: During the Crown Wars of the ancient elven realms, the first recorded sightings of the scorpionfolk can be found among elven scholars and sages. All encounters with the beings end in bloodshed but later discussions with the rare nonviolent scorpionman indicate that the race is far older, particularly the Palophonti offshoot.

c. -8,900: Around the same time the Tuigan are settling lands half a world away, the nation of T’lincal is founded. Though some suggest a connection between the Tlincalli and the drow of T’lindhet, the similar names, according to both drow and scorpionfolk, are purely coincidental.

-1190: Tenoch II, a great-grandson of Tenoch I, is crowned the sixth Revered Counsellor of Nexal and immediately comes into conflict with T’lincal when he attempts to expand downward into the Maztican Underdark. After a series of massive defeats at the hands of the scorpionfolk, Tenoch offers 1,000 of his greatest warriors as sacrifices to T’lincal’s Lord Diviner Jakatilli in order to appease the dangerous scorpionfolk. The fact that Nexal did not expand during Tenoch II’s reign is widely attributed to this event. The scorpionfolk accept the sacrifice and disappear from the general knowledge of mankind for centuries, though they still frequently cull sacrifices from the land of men. Their gods develop a strong taste for human blood and hearts.

-1000: In the southern lands of Maztica and the even more southerly land of Lopango, a great flood is caused by the gods of humans which precipitates a long and bloody war between the emperor scorpionfolk and the humans of the south.

1345 Year of the Saddle: After centuries of decline, Obox-Ob renews his interest in the scorpionfolk of T’lincal when diviners predict the coming of a great threat. Obox-Ob teaches his diviners and thralls a ritual to teleport 1,000 of their kind which he claims is not to be used quite yet.

1362 Year of the Helm: Angered over the plunder of their native lands by Cordell and his host, diviners of the great scorpionfolk nation T’lincal decide to enact revenge upon the Amnians. The nations diviners begin a ritual given to the by the obyrith demon lord known as Obox-Ob over twenty years in the past, which when complete, will bring hundreds of Tlincalli warriors and diviners over to mainland Faerun. In addition, a separate sect of the demon’s cult begins plans for revenge back in Maztica itself.

1363
Year of the Wyvern: Obox-Ob gives Trikaka’ten, a renegade diviner, a ritual to open a permanent gate to his realm of Zionyn from which he claims many allies will pour forth to help the scorpionfolk destroy the invading Amnians. This claim is a partial lie, as the allies are hundreds of demonic ekolids which will destroy the Tlincalli as readily as the human settlers.

1364 Year of the Wave: In a divination enacted during a “stinger race” in the House of Tezca, Huoxopica and Ixtilli (the main scorpionfolk deities) reveal to their worshippers that they approve of Obox-Ob’s initial gift to enact revenge upon mainland Faerun. However, they strictly forbid their diviners from opening Obox-Ob’s gate as they foresee disaster. In an unprecedented manner, Trikaka’ten breaks from her theocracy and flees into the wild Underdark outside of T’lincal to complete the ritual anyway. She brings a small group of followers with her to assist in the ritual.

1365 Year of the Sword: Diviners of the Tlincalli nation complete the ritual begun three years prior and teleport over one thousand of their kind to mainland Faerun. They immediately infest the caves and tunnels beneath Amn and discover the abandoned dwarf kingdom of Xothaerin. After fierce battles with the fire elementals and other fire outsiders that were occupying the abandoned kingdom, the Tlincalli soon route their opponents and establish their new kingdom of Oaxapupta. The scorpionfolk celebrate their victory with hundreds of sacrifices and divinations and immediately begin to rebuild the ruined kingdom in a fashion more suited to scorpionfolk.

1366 Year of the Staff: Trikaka’ten’s ritual begins to draw to a close. The events of Den of Scorpions occur.
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Re: Scorpionfolk Variants

Post by Seethyr » Mon Oct 18, 2010 4:32 am

Finally wrote up the Arboreal Scorpionfolk...

Scorpionfolk, Arboreal (Opistacanthi)

Small Monstrous Humanoid
Hit Dice: 4d8 (16hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +1 size, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Stinger +3 melee (1d6-2 plus poison) or longbow + 8 ranged (1d6-2 plus poison)
Full Attack: Stinger +3 melee (1d6-2 plus poison), 2 claws -2 melee (1d4-2); or longbow + 8 ranged (1d6-2 plus poison)
Space/Reach: 5 ft./2½ ft.
Special Attacks: Poison, Envenom Arrow
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 7, Dex 17, Con 11, Int 10, Wis 10, Cha 8
Skills: Balance +2, Climb +9, Hide +5, Jump +6, Spot +4, Tumble +4
Feats: Great Fortitude, Improved Initiative
Climate/Terrain: Warm Forest
Organization: Solitary, pair or brood (4-24)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +0

The arboreal scorpionfolk are an offshoot of the scorpionfolk that have served as scouts and skirmish units for the Tlincalli nation for as long as it has existed. They are a small race, typically shorter than even the smallest of halflings. Their small size often belies their aggressiveness and fierce demeanor, however. Very few things are as frightening as a group of ten to fifteen of these horrors hopping from tree branch to tree branch while firing envenomed arrows. The insect chittering sounds that occur during such an attack can weaken the resolve of the bravest Eagle Knight.

Though they can live deep underground in caverns much like the Tlincalli, the Opistacanthi most typically reside in nests that they build in treetops. They are fiercely protective of these homes and attempt to keep them hidden under all circumstances.

The Opistacanthi worship Axipotl, a cruel deity who is a minor scorpionfolk god of venom and claws. In Maztica, his obsession has led to a relationship with the magic of Hishna, and some Opistacanthi have become powerful Hishnashapers in their own right. The god Zaltec sees Axipotl as an enemy due to the theft of "his" magic.

COMBAT

The opistacanthi are ambush fighters. Their favorite tactic is to hide on strong tree branches and fire their envenomed arrows at invaders from all directions. When forced into melee, the opistacanthi favor using their stingers, as their claws are relatively weak for scorpionfolk.

Poison (Ex): The Opistacanthi poison greatly reduces an opponent’s ability to move. Initial damage is 1d4 Dex ability damage and secondary damage is paralysis (DC12).

Envenomed Arrows (Ex): Opistacanthi poison their arrow heads using excess poison from their own stingers. When used in this way, the poison itself becomes a bit weaker (1d4-1 Dex initial, 1d4-1 Dex secondary damage, DC12)

Darkvision (Ex): Opistacanthi have darkvision at a range of 60 ft.

Skills: An opistacanthi has relatively strong legs and a light weight and therefore receives a +4 racial bonus to jump.
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Re: Scorpionfolk Variants

Post by Seethyr » Wed Aug 31, 2011 11:32 pm

In my homebrew campaign the demon lord Rr'ikin'aka is going to be heavily involved with the scorpionfolk. I know he is supposedly imprisoned in the Wells of Darkness on the Abyss but other than that I've found very little info on him.

Does anyone know if he's been statted out anywhere...even unofficially? If not Im going to give it a shot myself but I don't even know if he is tanar'ri or obyrith.
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