id | 214 |
---|---|
Name | Vermin:Monstrous Scorpion, Huge |
SizeAndType | Huge Vermin |
HitDice | 16d8+32 (104) |
Initiative | +0 |
Speed | 50 ft. |
ArmorClass | 16 (-2 size, +8 natural) |
Attacks | 2 claws +15 melee, sting +10 melee |
Damage | Claw 1d8+5, sting 2d4+2 and poison |
FaceAndReach | 10 ft. by 20 ft./10 ft. |
SpecialAttacks | Improved grab, squeeze, poison |
SpecialQualities | Vermin |
Saves_Fort | 12 |
Saves_Ref | 5 |
Saves_Will | 5 |
Abilities | Str 21, Dex 10, Con 14, Int -, Wis 10, Cha 2 |
Skills | Climb +12, Hide +0, Spot +7 |
Feats | |
ClimateAndTerrain | Temperate and warm land and underground |
Organization | Solitary or colony (2-5) |
ChallengeRating_Value | 6 |
Treasure | 1/10 coins; 50% goods; 50% items |
Alignment | Always neutral |
Advancement | 17-31 HD (Huge) |
Description |
Length 20 feet, Width 10 feet (including legs), Body Width 3 feet, Body Height 2 1/2 feet (not including stinger). Poison (Ex): Sting, Fortitude save (DC 26); initial and secondary damage 1d8 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. |