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Vermin:Monstrous Scorpion, Huge
Size & Type (subtype):Huge VerminHit Dice:16d8+32 (104)
Initiative:   +0   Speed:   50 ft.  
Armor Class:   16 (-2 size, +8 natural)   Attacks:   2 claws +15 melee, sting +10 melee  
Damage:   Claw 1d8+5, sting 2d4+2 and poison   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:   Improved grab, squeeze, poison   Special Qualities:   Vermin  
Saving Throws  Fortitude: 12  
Reflex: 5  
Will: 5  
Abilities:   Str: 21
Dex: 10
Con: 14
Wis: 10
Cha: 2
Skills:   Climb +12, Hide +0, 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:   6   Challenge Rating Value:   6  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   17-31 HD (Huge)  


Length 20 feet, Width 10 feet (including legs), Body Width 3 feet, Body Height 2 1/2 feet (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 26); initial and secondary damage 1d8 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