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Monsters

id210
NameVermin:Monstrous Scorpion, Tiny
SizeAndTypeTiny Vermin
HitDice1/2 d8+2 (4)
Initiative+0
Speed20 ft.
ArmorClass14 (+2 size, +2 natural)
Attacks2 claws +2 melee, sting -3 melee
DamageClaw 1d2-4, sting 1d2-4 and poison
FaceAndReach2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacksImproved grab, poison
SpecialQualitiesVermin
Saves_Fort4
Saves_Ref0
Saves_Will0
AbilitiesStr 3, Dex 10, Con 14, Int -, Wis 10, Cha 2
SkillsClimb +4, Hide +15, Spot +7
FeatsWeapon Finesse (claw, sting)
ClimateAndTerrainTemperate and warm land and underground
OrganizationColony (8-16)
ChallengeRating_Value0.25
TreasureNone
AlignmentAlways 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.