| Id | 214 |
|---|---|
| Name | Vermin:Monstrous Scorpion, Huge |
| Size and Type | Huge Vermin |
| Hit Dice | 16d8+32 (104) |
| Initiative | +0 |
| Speed | 50 ft. |
| Armor Class | 16 (-2 size, +8 natural) |
| Attacks | 2 claws +15 melee, sting +10 melee |
| Damage | Claw 1d8+5, sting 2d4+2 and poison |
| Face and Reach | 10 ft. by 20 ft./10 ft. |
| Special Attacks | Improved grab, squeeze, poison |
| Special Qualities | 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 | |
| Climate and Terrain | Temperate and warm land and underground |
| Organization | Solitary or colony (2-5) |
| CR | 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. |