Manscorpion Spawn

A mighty manscorpion slain by the sun's curse and risen as a charred, vengeful undead whose sting kills outright, and which re-forms from its own ashes each night.

Setting: Savage Coast · Sources: Monstrous Compendium Savage Coast Appendix (Online Exclusive)

Appearance

A manscorpion spawn looks like a scorched, ragged manscorpion. Its blackened, crisp hide crackles and sheds flakes as it moves, and an unnatural fire glows in its red eyes.

Combat

Any manscorpion of 11+ Hit Dice that perishes in sunlight has a 1% chance for each Hit Die of rising at sunset as one of these vengeful undead. It keeps all the fighting skill and spellcasting it had in life but can never gain levels. Priests turn it as a lich.

Every spawn's sting carries a lethal venom: the victim saves vs. poison at -3 or dies on the spot, and even a successful save permanently costs 1 point each of Strength, Dexterity and Constitution.

Sleep, hold, charm, poison, cold, death magic and mind-affecting spells do not affect it, and only crimson steel or magical weapons of +1 or better can hit it. Sunlight harms it as it would a living manscorpion, but cannot destroy it for good: the spawn re-forms when night falls. Darkness restores 1 hit point per turn, and it can even reassemble itself from dust. Having already suffered the full curse of a vengeful god, it has little more to fear from the sun.

To prevent a sun-killed manscorpion from rising, or to end a spawn permanently, sprinkle its ashes with holy water taken from that vengeful god's temple, bless them, and cast them to the four winds.

Habitat and Society

In the warped society of the highland manscorpions, a spawn is greatly honored. They admire any will strong enough to survive the god's fire and return, and they believe spawn enjoy the favor of a lady of darkness who is one of their patrons. Most spawn are consumed by the need to wreak awful revenge on whoever caused their scorching death and rebirth.

Ecology

Only exceptionally powerful manscorpions endure the burning to become true spawn, and they hunt as terrible predators by night.

Ziggurat Horror

Ziggurat horrors look exactly like spawn but are far weaker. Manscorpion priests create them deliberately, under careful conditions, to guard the darkest crypts of their temples, often under a spawn's command. They turn as zombies, never regenerate, can be struck by ordinary weapons and are basically mindless. As with most undead, cold-based spells, death magic, poison, hold, sleep and charm cannot touch them. Their sting deals 3d8 points of damage, halved with a save vs. poison. The priesthood keeps quiet about the difference, and few outsiders could tell the two apart.

More: Monsters starting with M · Savage Coast monsters · All monsters A-Z

Statistics

Manscorpion SpawnZiggurat Horror
Climate/TerrainTropical or subtropical deserts or cavesTropical or subtropical deserts or caves
FrequencyVery rareVery rare
OrganizationSolitarySquad
Activity CycleNightNight
DietLifeLife
IntelligenceLow to Genius (5-18)Non- (0)
TreasureJ,K,M,QNil
AlignmentNeutral evilNeutral evil
No. Appearing11d4+1
Armor Class46
Movement129
Hit Dice113
THAC0917
No. of Attacks3 (claw/claw/tail)3 (claw/claw/tail)
Damage/Attack1d4+1/1d4+1/1d4 or by weapon1d4+1/1d4+1/1d4 or by weapon
Special AttacksPoisonPoison
Special DefensesHit only by red steel or +1 or better
magical weapons, spell immunities
Spell immunities
Magic ResistanceNilNil
SizeL (6' tall, 4' long plus 10' tail)L (6' tall, 4' long plus 10' tail)
MoraleFearless (19-20)Special
XP Value8,000 (+2,000 if a spellcaster)420