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Monsters

Id216
NameVermin:Monstrous Scorpion, Colossal
Size and TypeColossal Vermin
Hit Dice64d8+128 (416)
Initiative+0
Speed50 ft.
Armor Class20 (-8 size, +18 natural)
Attacks2 claws +49 melee, sting +44 melee
DamageClaw 2d8+9, sting 2d8+4 and poison
Face and Reach40 ft. by 80 ft./15 ft.
Special AttacksImproved grab, squeeze, poison
Special QualitiesVermin
Saves_Fort36
Saves_Ref21
Saves_Will21
AbilitiesStr 29, Dex 10, Con 14, Int -, Wis 10, Cha 2
SkillsClimb +16, Hide -8, Spot +7
Feats
Climate and TerrainTemperate and warm land and underground
OrganizationSolitary
CR11
Treasure1/10 coins; 50% goods; 50% items
AlignmentAlways neutral
Advancement
Description

Length 80 feet, Width 40 feet (including legs), Body Width 13 feet, Body Height 10 feet (not including stinger).

Poison (Ex): Sting, Fortitude save (DC 54); initial and secondary damage 2d8 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.