Manscorpion (CR 6)
Large Aberration
Alignment: Always neutral evil
Initiative: +0; Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Manscorpion, Common
AC: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Hit Dice: 8d8+24 (60 hp)
Fort +5, Ref +4, Will +8
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +5
Attack: 2 claws +9 melee, sting +4 melee; or club +8 melee, sting +4 melee
Full Attack: 2 claws +9 melee, sting +4 melee; or club +8 melee, sting +4 melee
Damage: Claw 1d4+3, sting 1d6+3 and poison; or club 1d8+3, sting 1d6+3 and poison
Special Attacks/Actions: Poison, frenzy
Abilities: Str 17, Dex 10, Con 16, Int 14, Wis 14, Cha 16
Special Qualities: SR 15
Feats: Dodge; Lightning Reflexes; Weapon Focus (claws, tail)
Skills: Climb +9, Hide +6*, Listen +10, Move Silently +6, Sense Motive +8, and Spot +10
Advancement: By character class
Climate/Terrain: Warm desert
Organization: Solitary, patrol (4-16 armed with javelins and clubs, plus 1 leader of 10th level), or swarm (20-30 armed with javelins and clubs, 1 leader of 10th level, and 1 spellcasting noble of 15th level)
Treasure/Possessions: Double standard
Source:
Converted
Improved Grab (Ex): To use this ability, the manscorpion must hit with both claw attacks. If it gets a hold, it hangs on and stings.
Squeeze (Ex): A manscorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws and stinging at its full attack value.
Poison (Ex): Tail sting, Fortitude save (DC 17), initial and secondary damage 1d6 temporary Strength.
Frenzy (Ex): A manscorpion that is reduced to 5 hit points of less will forego all attacks except for its sting attack. It will sting twice per round.
*Due to their coloration, manscorpions receive a +4 racial bonus to Hide checks when in desert or sand covered surroundings.
The manscorpion attacks with its claws and tail. Alternately, a manscorpion will attack with a large obsidian-studded club (treat as battleaxe, but damage is bludgeoning). When a patrol is encountered, its members will be armed with a javelin as well as a club. They will loose their javelins first before closing for melee.