Fiend Factory 5e. White Dwarf Issue 16: Man-Scorpion

Issue 16 Man-Scorpion


White Dwarf issue 16 proves to be thin pickings for the Fiend Factory. There is an excellent article by Lew Pulsipher that attempts to provide D&D stats for monsters Stephen Donaldson’s Chronicles of Thomas Covenant novels (or, at least, the first trilogy at this point). Most of them are simple modifications of existing creatures – the Khresh, for example, are simply dire wolves. There are some great illustrations by Russ Nicholson, but on balance I’m not going to do any of these.

Two reasons, really. Firstly I’d like to stick to the Fiend Factory as much as possible, expect for bonus creatures. Second, I’d also like to stay away from creatures obviously drawn from specific fictional sources (with one or two exceptions in future).

Which brings us to the Fiend Factory proper. First up is J.D. Morris’ Tenser Beast, which is a kind of permanent Tenser’s Floating Disc spell that spins really, really, fast. It’s okay, but to me it seems more of a one-off room trap than a monster.



I was going to stat up the Ogress (by Mark Barnes), as it’s an interesting concept, a kind of female half-ogre that is able to pass itself off as a beautiful human, but most of the powers stem from a trio of magic items that each member of the race possesses. Where they get them from … is not well defined. And for this reason I decided against it. I rather like, however, the concept of a kind of monstrous half-ogre that’s able to pass amongst human-kind. It’s more like the ogres of RuneQuest, who look like beautiful humans but are secretly cannibals.

The Wrecker by Andrew Hicks is similarly lacking slightly in how well it’s thought out. It’s a kind of specialised golem, of which sixteen exist, and each one guards an artefact. It’s immune to all magic, can punch through walls and levitate. It can also gate in other wreckers, one per round.

Don complains that the creature can speak, but is non-intelligent; a fair enough complaint. But then he suggests that it seems unlikely in D&D for there to be some kind of programmed response. Magic mouth spell, Don? I do agree with Don, though, that perhaps it needs a bit more work to make it more of a coherent concept.

The last in this issue is Brendan Bulger’s Plantman, which Don rather obliquely states that “those who are’into’ fantasy literature will have no problem recognising”. Just say: it’s from the Edgar Rice Burrough’s novella Gods of Mars (Second of the John Carter books).

It’s simple enough to stat up; basically a couple of draining attacks with mouths on its arms, and a leap attack.  But as I mentioned above, I’d prefer to stick to slightly more original creatures where possible.

So, perhaps the best creature is the Man-Scorpion. It’s an early entry by Phil Masters (here known more formally as Philip Masters), who will take on greater prominence in Games Workshop stuff in the future (and come to dominate these series as well!)



As with the ogress reminding me of RuneQuest ogres, these guys are evidently similar to the RuneQuest scorpionmen. However, whereas the RQ scorpionmen are chaotic man-eaters, these guys are the creation of a powerful God of Neutrality, and are capable of being reasonable and diplomatic.
 

Man-Scorpion

Large monstrosity, neutral

Armour Class 20 (+2 scale mail and +2 shield) or 13 (natural armour)

Hit Points 90 (12d10 + 24)

Speed 30 ft.,

STR

DEX

CON

INT

WIS

CHA

16 (+3)

10 (+0)

15 (+2)

12 (+1)

11 (+0)

10 (+0)

Proficiency Bonus +3

Condition Immunities charmed, frightened

Senses passive Perception 10

Languages Common

Challenge 7 (2,900 XP)

Mental Fortitude. The man-scorpion is immune to any effects that would cause it to fall asleep. It is also immune to any effects that would leave it charmed or frightened.

Stable. The man-scorpion has advantage on any saving throws or ability checks against effects that would leave it prone.

Innate Spellcasting. The man-scorpion’s innate spellcasting ability is Intelligence (save DC 12). It can innately cast the following wizard spells.

1/day: web

ACTIONS

Multiattack. The man-scorpion can make two attacks: one with its sword and one with its tail

Broadsword. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. The man-scorpion’s broadsword is treated as magical and can damage creatures that are ethereal. In the hands of anyone other than a man-scorpion it becomes a -3 cursed weapon.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage and if the target is a creature it must make a DC 13 Constitution saving throw or fall immediately to 0 hit points. Creatures immune to poison are immune to this effect. On a successful save the creature takes 11 (2d10) poison damage.

 

 

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