| Id | 210 |
|---|---|
| Name | Vermin:Monstrous Scorpion, Tiny |
| Size and Type | Tiny Vermin |
| Hit 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 |
| Saves_Fort | 4 |
| Saves_Ref | 0 |
| Saves_Will | 0 |
| Abilities | Str 3, Dex 10, Con 14, Int -, 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 |
| Organization | Colony (8-16) |
| CR | 0.25 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | |
| Description |
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. |