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Monsters

Id213
NameVermin:Monstrous Scorpion, Large
Size and TypeLarge Vermin
Hit Dice4d8+8 (26)
Initiative+0
Speed50 ft.
Armor Class14 (-1 size, +5 natural)
Attacks2 claws +5 melee, sting +0 melee
DamageClaw 1d6+3, sting 1d6+1 and poison
Face and Reach5 ft. by 10 ft./5 ft.
Special AttacksImproved grab, squeeze, poison
Special QualitiesVermin
Saves_Fort6
Saves_Ref1
Saves_Will1
AbilitiesStr 17, Dex 10, Con 14, Int -, Wis 10, Cha 2
SkillsClimb +11, Hide +3, Spot +7
Feats
Climate and TerrainTemperate and warm land and underground
OrganizationSolitary or colony (2-5)
CR2
Treasure1/10 coins; 50% goods; 50% items
AlignmentAlways neutral
Advancement5-15 HD (Large)
Description

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.