The trio of hulking humanoids picked their way through the woods, still on the trail of the adventurers.
‘They are still coming!’ squeaked the gnome illusionist.
‘We need to hide our scent or find some way to give them the slip,’ the elf ranger says.
As the creatures loomed closer the druid Fellhorn cast a spell that caused the ogres to sink to their knees in sudden boggy forest floor. Howling in frustration and rage the creatures were slowed down, writhing and twisting to free themselves.
‘Let’s hurry, they will get to the edge of the bog I made eventually,’ Fellhorn urged.
‘We really need to get horses,’ the gnome commented as they hurried away, still able to hear the clacking pincers of the horrid scorpion ogres.
No. Enc.: 1d4 (1d10)
Movement: 120′ (40′)
Armor Class: 6
Hit Dice: 4+4
Damage: 1d6 (sting/pincer/pincer) or 1d4 (bite)
Hoard Class: XVIII
Magically cursed muscle and madness, the scorpion ogre is an arcane creation, a clan of ogres cursed by a wizard let down by them. Towering over humans at nearly 8′ tall these creatures resemble heavily fanged ogres with almost canine muzzles that have two arms that terminate into scorpion-like pincers and a long tail that has a poison filled stinger at its end.
In combat these creatures go all out, attacking with pincers and tail, with a bite as well if necessary. If a stinger attack is successful the victim must save versus poison or be paralyzed for 1d6 rounds. Scorpion ogres will often try to eat paralyzed victims alive if given a chance. These creatures of Low intelligence do not speak yet understand Common and the Ogre tongue. If fed and reasoned with these monsters may serve as minions or shock troops.