No. Enc.: 1d4 (10d4)
AL: CE
Size: L
Movement: 50
DEX: 16
AC: 4
HD: 5
No. atk. 3 (claw/claw/sting or weapon/weapon/sting)
Damage: 1d4/1d4/1d4 or weapon/weapon/1d4
Saving Throw: 14
Morale: 9
XP: Male: 300. Low-level femals: 350. High-level female: 475.
TC: Males: None. Females: N, Q, R, and S, T, or X as determined by class. Lair: F, I
The scorpioids of the Xin Plateau are giant scorpions with humanoid, almost human foreparts. This human torso is mostly covered in hard, black chitin, though obviously mammalian breasts are observable on scorpioid females. The mystic and alien scorpioid society is matriarchal. Male scorpioids are brutish fighters, possibly only semi-intelligent. They fight with claw and stinger or use two weapons without penalty. Typical weapons are scimitars, war picks, and javelins, all made from the scorpioid's molted chitin.
Female scorpioids wield whips, daggers, falcatas, hooked throwing knives, and bolas as appropriate for their class (see below).
Scorpioids are associated with Aurorus. How they serve this chaotic god is unknown, but haunted-looking travelers have told of witnessing their inhuman rites and revels on nights when the auroras light the sky above Xin. Scorpioids have been known to tolerate and even train human monks, though it is unknown what makes them do so.
Infant and immature scorpioids cling to their mothers' bodies, up to six at a time. Some proportion of scorpioid births are aurora scorpions (q.v.). It is possible that these are from the coupling of female scorpioids with actual giant scorpions during the nights of the aurora; it is possible they have stranger origins. It would be the unwise adventurer who inquired of the scorpioids what the truth might be.
Scorpioids have their own language of clicks, keens, and whistles; it is highly likely that many meaning-carrying parts of this language lie outside the realm of human senses. Scorpioid females are also likely to speak any of the Hellenic and Thracian dialects of Hyperborea and the Common speech. Their complex mouth parts and the resonant chambers within their chitin do not impart inflection to human words.
Scorpioids are native, or at least concentrated only in Xin, where they commune with Aurorus as strange lights shake the skies. They might be found elsewhere in Hyperborea in subterranean mazes or even in dim Khromarium, seeking after mysteries and other private, alien business. It is even possible they might make use of adventurers to further their plans.
• The scorpioid stinger delivers a powerful venom akin to that of the giant scorpion: victims must save versus death or paralysis sets in in one round followed by death 2d4 rounds later. Femals scorpioids can intentionally lessen the concentration of this venom; in this case, a failed save results in deathlike catalepsy for 2d6 turns.
• If a scorpioid hits with both claws, its stinger attack is made at +2 on the "to-hit" roll.
• Scorpioids are immune to the fear effect and killing wail of banshees; scorpioid lairs are often found near the haunted zones of a banshee. .
• As giant scorpions, when sorcerous ultraviolet vision is in effect, scorpioids take on a violet glow, and all attacks against them are then at +1 "to hit."
• Almost all female scorpioids assume a class: (1d10) 1-4: illusionist, 5-8: witch, 9-10: monk. Roll 2d6+6 if needed for relevant ability scores, but note Dexterity above. Sorcerous scorpioids do not use spell books. Instead, their known spells are etched upon their chitin with acidic venom, and they "read" these incantations by passing their claws over the raised eldritch signs.
• The whips and bolas of female scorpioids are made of the articulated stingers of males killed in various rituals. They are coated in a weak poison. Anyone struck by one of these weapons must make a saving throw versus death or be dazed and confused for 2d4 rounds, unable to do anything but defend (and making all further saving throws at -2 for the duration).
Last edited by Handy Haversack (4/09/2014 10:47 pm)