Pathfinder 1E Pathfinder Conversion: Manscorpion (Rules Cyclopedia)

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Very rough version.

MANSCORPION
CR 5 (1600 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 52 (8d8+16)
Fort +6, Ref +6, Will +7

OFFENSE
Speed 50 ft.
Melee Ranseur +12 (2d6+6/x3)
Melee Sting +7 (1d6 + poison)
Melee Ranseur +6/+1 (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 +15, 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.
 
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This one turned into a real workout. I took the rules literally about treating weapon + natural weapon use as working like two-weapon fighting, so I used 1x Str bonus for damage. Poisons... work very differently. None of the example poisons used multiple effects, but the paralysis seemed an important aspect of the original creature.

Originally, I had the idea of guesstimating a CR based on the original's XP value, but I had to abandon that plan. To be a faithful conversion, I decided I needed to start with 8 HD, and the original had the AC of plate mail, so I settled on a natural armor of +8, a point higher than a Large scorpion. From what I intuit of the rules, a stinger is going to be a secondary weapon. Working backwards, I compared the numbers to a possible range of CR 3 to 8, and used the MM suggestions for gauging the numbers. For CR 5, AC is a little low, saves are a point high, and attacks vary (single ranseur attack is high, full attacks and sting is low). So CR 5 seemed like a good compromise point. Plus, if I treat cleric levels as nonassociated, that would make a level 8 cleric CR 9. CR may be low; the critter has respectable fighting stats plus a nasty poison. CR 6 may be better, pushing this creature out of the "soldier" role slightly.
 


Hey! What's up? RC is the Rules Cyclopedia. I was originally planning on posting this in the conversions thread, befoe I started hitting bumps... outside that context, "RC" is a little mysterious, isn't it?
 

Hey! What's up? RC is the Rules Cyclopedia. I was originally planning on posting this in the conversions thread, befoe I started hitting bumps... outside that context, "RC" is a little mysterious, isn't it?
My first reaction was, "wait a sec...someone is making a radio-controlled manscorpion?" :)

This is a good conversion, btw. I'm looking forward to seeing the "Manscorpion Characters" section. Have you had a chance to play it?
 


I haven't tried it out yet. I just had my group convert to Pf after our Friday game.

In doing this conversion, I assumed Climb and Perception are class skills of monstrous humanoids and Survival is not. When I do the Characters section, I'm going to work up the cleric using 3.5 rules for adding classes to a monster. Adjustment may be required later.
 

MANSCORPION
CR 5 (1600 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 Sting +7 (1d6 + poison)
Melee Ranseur +6/+1 (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.
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 Cleric 8
CR 9 (6400 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
 

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