Manscorpion
Large Monstrous Humanoid
Hit Dice	8d8+8 (44 hp’s)	
Initiative	+1 (Dex)	
Speed	30ft	
AC	15 (-1 size, +5 natural, +1 Dex)	
Attacks	Claws (2) +11 melee or By weapon +11 melee +8 ranged, Tail +9	
Damage	Claws 1d6+4, 
By weapon +4 (melee only), Tail 1d8+4 + Poison	
Face/Reach	5ft x 10ft/ 5ft	
Special Attacks	Poison	
Special Qualities	SR 4, Low-light and Dark Vision (60ft)	
Saves	Fort , Ref , Will 	
Abilities	Str 18, Dex 12, Con 13, Int 11, Wis 14, Cha 13	
Skills	Climb +10, Hide +7, Intimidate +7, Listen +8, Search +6, Spot +8	
Feats	Multiattack, Combat Reflexes	
Climate/Terrain	Tropical or subtropical desert or cave	
Organization	Swarms of 8 or more	
Challenge Rating	4	
Treasure	Standard	
Alignment	Usually Neutral Evil	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Manscorpions attack usually with weapons and a tail attack, trying to poison their foes to weaken them.  Squads are usually accompanied by spellcasters (either wizards, sorcerers or clerics) of 2nd level or higher.

Poison: Tail attacks carry a poison that the victim must save against (Fort save DC 14) or die in 2d4 rounds.  Victims suffer weakness for one round (-2 to attack rolls and any Strength or Dexterity-based skills), start to shake in the next round (-3 penalty and no Dexterity bonus to AC), then convulse (AC 10 and no attacks possible) until they die.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Manscorpions prefer the class of ranger above all others, but wizards, sorcerers, and clerics are all well represented.