id | 213 |
---|---|
Name | Vermin:Monstrous Scorpion, Large |
SizeAndType | Large Vermin |
HitDice | 4d8+8 (26) |
Initiative | +0 |
Speed | 50 ft. |
ArmorClass | 14 (-1 size, +5 natural) |
Attacks | 2 claws +5 melee, sting +0 melee |
Damage | Claw 1d6+3, sting 1d6+1 and poison |
FaceAndReach | 5 ft. by 10 ft./5 ft. |
SpecialAttacks | Improved grab, squeeze, poison |
SpecialQualities | Vermin |
Saves_Fort | 6 |
Saves_Ref | 1 |
Saves_Will | 1 |
Abilities | Str 17, Dex 10, Con 14, Int -, Wis 10, Cha 2 |
Skills | Climb +11, Hide +3, Spot +7 |
Feats | |
ClimateAndTerrain | Temperate and warm land and underground |
Organization | Solitary or colony (2-5) |
ChallengeRating_Value | 2 |
Treasure | 1/10 coins; 50% goods; 50% items |
Alignment | Always neutral |
Advancement | 5-15 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. |