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Vermin:Monstrous Scorpion, Colossal
Size & Type (subtype):Colossal VerminHit Dice:64d8+128 (416)
Initiative:   +0   Speed:   50 ft.  
Armor Class:   20 (-8 size, +18 natural)   Attacks:   2 claws +49 melee, sting +44 melee  
Damage:   Claw 2d8+9, sting 2d8+4 and poison   Face and Reach:   40 ft. by 80 ft./15 ft.  
Special Attacks:   Improved grab, squeeze, poison   Special Qualities:   Vermin  
Saving Throws  Fortitude: 36  
Reflex: 21  
Will: 21  
Abilities:   Str: 29
Dex: 10
Con: 14
Wis: 10
Cha: 2
Skills:   Climb +16, Hide -8, 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  
Challenge Rating:   11   Challenge Rating Value:   11  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  


Length 80 feet, Width 40 feet (including legs), Body Width 13 feet, Body Height 10 feet (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 54); initial and secondary damage 2d8 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