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Monsters

id214
NameVermin:Monstrous Scorpion, Huge
SizeAndTypeHuge Vermin
HitDice16d8+32 (104)
Initiative+0
Speed50 ft.
ArmorClass16 (-2 size, +8 natural)
Attacks2 claws +15 melee, sting +10 melee
DamageClaw 1d8+5, sting 2d4+2 and poison
FaceAndReach10 ft. by 20 ft./10 ft.
SpecialAttacksImproved grab, squeeze, poison
SpecialQualitiesVermin
Saves_Fort12
Saves_Ref5
Saves_Will5
AbilitiesStr 21, Dex 10, Con 14, Int -, Wis 10, Cha 2
SkillsClimb +12, Hide +0, Spot +7
Feats
ClimateAndTerrainTemperate and warm land and underground
OrganizationSolitary or colony (2-5)
ChallengeRating_Value6
Treasure1/10 coins; 50% goods; 50% items
AlignmentAlways neutral
Advancement17-31 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.