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Vermin:Monstrous Scorpion, Large
Size & Type (subtype):Large VerminHit Dice:4d8+8 (26)
Initiative:   +0   Speed:   50 ft.  
Armor Class:   14 (-1 size, +5 natural)   Attacks:   2 claws +5 melee, sting +0 melee  
Damage:   Claw 1d6+3, sting 1d6+1 and poison   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Improved grab, squeeze, poison   Special Qualities:   Vermin  
Saving Throws  Fortitude: 6  
Reflex: 1  
Will: 1  
Abilities:   Str: 17
Dex: 10
Con: 14
Wis: 10
Cha: 2
Skills:   Climb +11, Hide +3, Spot +7   Feats:     
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or colony (2-5)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   5-15 HD (Large)  


Length 10 feet, Width 5 feet (including legs), Body Width 1 1/2 feet, Body Height 1 1/2 feet (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 18); initial and secondary damage 1d6 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