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Vermin:Monstrous Scorpion, Small
Size & Type (subtype):Small VerminHit Dice:1d8+2 (6)
Initiative:   +0   Speed:   30 ft.  
Armor Class:   14 (+1 size, +3 natural)   Attacks:   2 claws +1 melee, sting -4 melee  
Damage:   Claw 1d3-1, sting 1d3-1 and poison   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Improved grab, squeeze, poison   Special Qualities:   Vermin  
Saving Throws  Fortitude: 4  
Reflex: 0  
Will: 0  
Abilities:   Str: 9
Dex: 10
Con: 14
Wis: 10
Cha: 2
Skills:   Climb +6, Hide +12, 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 (2-5) or swarm (6-11)  
Challenge Rating:   1/2   Challenge Rating Value:   0.5  
Treasure:   None   Alignment:   Always neutral  


Length 4 feet, Width 2 feet (including legs), Body Width 8 inches, Body Height 3 inches (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 11); initial and secondary damage 1d3 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