Species | Vermin |
Subspecies | Scorpion |
Size | Small |
Type | Magical Beast (Extraplanar) |
Hit Dice | 1d8+4 (8HP) |
Speed | 30 ft. (6 squares) |
Abilities | Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2 |
Special Qualities | Darkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell resistance 6 |
Environment | Warm deserts in an evil-aligned plane |
Organization | Colony (2–5) or swarm (6–11) |
Treasure | None |
Alignment | Always evil (any) |
Advancement | - |
Level Adjustment | - |
Skills |
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Climb +5, Hide +8, Spot +4 |
Feats |
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Weapon Finesse |
Combat | |
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Initiative | +0 |
Armor Class (AC) | 14 (+1 size, +3 natural),, touch 11, flat-footed 14 |
Base Attack | +0 |
Attack | Claw +2 melee (1d3+1) |
Full Attack | 2 claws +2 melee (1d3+1) and sting –2 melee (1d3+1 plus poison) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Constrict 1d3–1, improved grab, poison, Smite Good 1/day |
Saves | Fort +6, Ref +0, Will +0 |
Description |
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Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage. Size: Small Fort DC: 14 Damage: 1d2 Con Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. |