⊕ Show advanced search options ⊖ Hide advanced search
Vermin:Monstrous Scorpion, Tiny
Size & Type (subtype):Tiny VerminHit Dice:1/2 d8+2 (4)
Initiative:   +0   Speed:   20 ft.  
Armor Class:   14 (+2 size, +2 natural)   Attacks:   2 claws +2 melee, sting -3 melee  
Damage:   Claw 1d2-4, sting 1d2-4 and poison   Face and Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.  
Special Attacks:   Improved grab, poison   Special Qualities:   Vermin  
Saving Throws  Fortitude: 4  
Reflex: 0  
Will: 0  
Abilities:   Str: 3
Dex: 10
Con: 14
Wis: 10
Cha: 2
Skills:   Climb +4, Hide +15, Spot +7   Feats:   Weapon Finesse (claw, sting)  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Colony (8-16)  
Challenge Rating:   1/4   Challenge Rating Value:   0.25  
Treasure:   None   Alignment:   Always neutral  


Length 2 feet, Width 1 foot (including legs), Body Width 4 inches, Body Height 1 1/2 inches (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 11); initial and secondary damage 1d2 temporary Strength.

Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.

Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.

Vermin: Immune to mind-influencing effects.

Skills: A monstrous scorpion receives a +4 racial bonus to Climb, Hide, and Spot checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002