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<blockquote data-quote="pawsplay" data-source="post: 4944910" data-attributes="member: 15538"><p>MANSCORPION</p><p>CR 6 (2400 XP)</p><p>N LARGE MONSTROUS HUMANOID</p><p>Init +0; Senses Darkvision 60 ft.; Perception +12</p><p></p><p>DEFENSE</p><p>AC 17; touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size)</p><p>hp 60 (8d10+16)</p><p>Fort +6, Ref +6, Will +7</p><p></p><p>OFFENSE</p><p>Speed 50 ft.</p><p>Melee Ranseur +12 (2d6+6/x3) </p><p>Melee Ranseur +8/+3 (2d6+4/x3) and sting +7 (1d6 + poison)</p><p>Ranged Longbow +7/+2 (2d6/x3)</p><p></p><p>Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.)</p><p>Special Attacks: poison </p><p></p><p>STATISTICS</p><p>Str 19, Dex 10, Con 14, Int 8, Wis 13, Cha 9</p><p>Base Atk +8; CMB +13; CMD 23</p><p>Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Great Fortitude</p><p>Skills: Climb +11, Perception +14, Sense Motive +3, Survival +9; Racial Modifiers: none</p><p>Languages: Manscorpion</p><p></p><p>ECOLOGY</p><p>Environment: Desert, mountain, underground</p><p>Organization: Solitary, scouting party (2-8), or band (11-20 plus 8th level cleric)</p><p>Treasure: Standard (ranseur, longbow, 20 arrows, other treasure)</p><p></p><p>SPECIAL ABILITIES</p><p>Poison (Ex) – Sting - injury; Save Fortitude DC 16; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves.</p><p></p><p>MANSCORPIONS AS CHARACTERS</p><p>Abilities: +8 Str, +4 Con, -2 Int, +2 Wis, -2 Cha: Manscorpions are large, powerful creatures with keen senses, but distrustful of outsiders.</p><p>Large</p><p>Monstrous Humanoid: Manscorpions are monstrous humanoids. From their monstrous humanoid hit dice, manscorpions gain 8d10 hit dice; +2 Fortitude, +6 Reflexes, and +6 Will; and +8 base attack bonus.</p><p>Weapon Proficiency: Manscorpions are proficient with simple weapons, plus the ranseur, shortbow, and longbow.</p><p>Darkvision: As monstrous humanoids, manscorpions gain darkvision, 60 feet.</p><p>Natural Armor: Manscorpions gain a +8 natural armor bonus</p><p>Poison: As above.</p><p>Natural Weapons: Manscorpions have a stinger as a secondary natural attack.</p><p></p><p>MANSCORPION CLERIC</p><p></p><p>Manscorpion leaders are almost invariably powerful clerics. Manscorpion clerics favor the Sun, Protection, and Destruction domains, and their favored weapon is the ranseur.</p><p></p><p>Manscorpion Cleric 8</p><p>CR 10 (9600 XP)</p><p>N LARGE MONSTROUS HUMANOID</p><p>Init +0; Senses Darkvision 60 ft.; Perception +12</p><p></p><p>DEFENSE</p><p>AC 23; touch 9, flat-footed 23 (+0 Dex, +6 armor, +8 natural, -1 size)</p><p>hp 136 (8d10+8d6+64)</p><p>Fort +12, Ref +10, Will +15</p><p></p><p>OFFENSE</p><p>Speed 50 ft.</p><p>Melee Ranseur +18/+13/+8 (2d6+6/x3) </p><p>Melee Ranseur +14/+9/+4 (2d6+4/x3) and sting +13 (1d6 + poison)</p><p>Ranged Longbow +13/+8/+3 (2d6/x3)</p><p></p><p>Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.)</p><p>Special Attacks: poison, channel energy (4d6), orisons, sun's blessing (+8 damage versus undead when channeling), nimbus of light (8/day), resistant touch (6/day), aura of protection ( 8 rounds/day)</p><p></p><p>STATISTICS</p><p>Str 19, Dex 10, Con 18, Int 11, Wis 17, Cha 10</p><p>Base Atk +14; CMB +19; CMD 29</p><p>Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Lightning Reflexes, Combat Casting, Heighten Spell, Spell Penetration, Spell Focus (enchantment)</p><p>Skills: Climb +15, Knowledge (Religion) +11, Perception +16, Sense Motive +5, Spellcraft +11, Survival +11; Racial Modifiers: none</p><p>Languages: Manscorpion</p><p></p><p>ECOLOGY</p><p>Environment: Desert, mountain, underground</p><p>Organization: Solitary, duo (2), or band (8th level cleric plus 11-20 manscorpions)</p><p>Treasure: Standard (breastplate, ranseur, longbow, 20 arrows, other treasure)</p><p></p><p>SPECIAL ABILITIES</p><p>Poison (Ex) – Sting - injury; Save Fortitude DC 18; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves.</p><p>SPELLS</p><p>Domains: Sun; Protection.</p><p>4th spell immunity (D), hold person (heightened to 4th level) (DC 18) (x2)</p><p>3rd searing light (D), dispel magic (x2), invisibility purge, prayer</p><p>2nd heat metal (D), resist energy, aid (x3)</p><p>1st endure elements (D), divine favor, shield of faith (x4)</p><p>0 stabilize, resistance, detect magic, purify food and drink</p><p></p><p>---</p><p>Source: Rules Cyclopedia</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4944910, member: 15538"] MANSCORPION CR 6 (2400 XP) N LARGE MONSTROUS HUMANOID Init +0; Senses Darkvision 60 ft.; Perception +12 DEFENSE AC 17; touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size) hp 60 (8d10+16) Fort +6, Ref +6, Will +7 OFFENSE Speed 50 ft. Melee Ranseur +12 (2d6+6/x3) Melee Ranseur +8/+3 (2d6+4/x3) and sting +7 (1d6 + poison) Ranged Longbow +7/+2 (2d6/x3) Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.) Special Attacks: poison STATISTICS Str 19, Dex 10, Con 14, Int 8, Wis 13, Cha 9 Base Atk +8; CMB +13; CMD 23 Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Great Fortitude Skills: Climb +11, Perception +14, Sense Motive +3, Survival +9; Racial Modifiers: none Languages: Manscorpion ECOLOGY Environment: Desert, mountain, underground Organization: Solitary, scouting party (2-8), or band (11-20 plus 8th level cleric) Treasure: Standard (ranseur, longbow, 20 arrows, other treasure) SPECIAL ABILITIES Poison (Ex) – Sting - injury; Save Fortitude DC 16; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves. MANSCORPIONS AS CHARACTERS Abilities: +8 Str, +4 Con, -2 Int, +2 Wis, -2 Cha: Manscorpions are large, powerful creatures with keen senses, but distrustful of outsiders. Large Monstrous Humanoid: Manscorpions are monstrous humanoids. From their monstrous humanoid hit dice, manscorpions gain 8d10 hit dice; +2 Fortitude, +6 Reflexes, and +6 Will; and +8 base attack bonus. Weapon Proficiency: Manscorpions are proficient with simple weapons, plus the ranseur, shortbow, and longbow. Darkvision: As monstrous humanoids, manscorpions gain darkvision, 60 feet. Natural Armor: Manscorpions gain a +8 natural armor bonus Poison: As above. Natural Weapons: Manscorpions have a stinger as a secondary natural attack. MANSCORPION CLERIC Manscorpion leaders are almost invariably powerful clerics. Manscorpion clerics favor the Sun, Protection, and Destruction domains, and their favored weapon is the ranseur. Manscorpion Cleric 8 CR 10 (9600 XP) N LARGE MONSTROUS HUMANOID Init +0; Senses Darkvision 60 ft.; Perception +12 DEFENSE AC 23; touch 9, flat-footed 23 (+0 Dex, +6 armor, +8 natural, -1 size) hp 136 (8d10+8d6+64) Fort +12, Ref +10, Will +15 OFFENSE Speed 50 ft. Melee Ranseur +18/+13/+8 (2d6+6/x3) Melee Ranseur +14/+9/+4 (2d6+4/x3) and sting +13 (1d6 + poison) Ranged Longbow +13/+8/+3 (2d6/x3) Space 10 ft.; Reach 5 ft. (ranseur, 10 ft.) Special Attacks: poison, channel energy (4d6), orisons, sun's blessing (+8 damage versus undead when channeling), nimbus of light (8/day), resistant touch (6/day), aura of protection ( 8 rounds/day) STATISTICS Str 19, Dex 10, Con 18, Int 11, Wis 17, Cha 10 Base Atk +14; CMB +19; CMD 29 Feats: Weapon Focus (ranseur), Weapon Focus (sting), Alertness, Lightning Reflexes, Combat Casting, Heighten Spell, Spell Penetration, Spell Focus (enchantment) Skills: Climb +15, Knowledge (Religion) +11, Perception +16, Sense Motive +5, Spellcraft +11, Survival +11; Racial Modifiers: none Languages: Manscorpion ECOLOGY Environment: Desert, mountain, underground Organization: Solitary, duo (2), or band (8th level cleric plus 11-20 manscorpions) Treasure: Standard (breastplate, ranseur, longbow, 20 arrows, other treasure) SPECIAL ABILITIES Poison (Ex) – Sting - injury; Save Fortitude DC 18; Frequency 1/round for 6 rounds; Initial effect 1d4 Con + paralysis 1d6 rounds; secondary damage 1d4 Con; Cure 2 consecutive saves. SPELLS Domains: Sun; Protection. 4th spell immunity (D), hold person (heightened to 4th level) (DC 18) (x2) 3rd searing light (D), dispel magic (x2), invisibility purge, prayer 2nd heat metal (D), resist energy, aid (x3) 1st endure elements (D), divine favor, shield of faith (x4) 0 stabilize, resistance, detect magic, purify food and drink --- Source: Rules Cyclopedia [/QUOTE]
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