Monstrous Scorpion, Colossal

Colossal Vermin — CR 12

Monster Manual v.3.5 (MM), p. 2873.5
Hit Dice
32d8+96 (240 hp)
Initiative
-1
Speed
Land 50 ft
Armor Class
26, touch 1, flat-footed 26
Base Attack / Grapple
+30/+58
Attack
Claw +34 melee (2d8+12)
Full Attack
2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)
STR
35
DEX
8
CON
16
WIS
10
CHA
2
Fort / Ref / Will
+25 / +12 / +13
Challenge Rating
12
Alignment
Always Neutral
Organization
Solitary
Treasure
1/10 coins; 50% goods; 50% items
Environment
Deserts
Level Adjustment

Special Abilities

ConstrictImproved GrabPoisonDarkvisionTremorsenseVermin Traits

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Description

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Combat

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting: Injury, Fortitude DC 33, initial and secondary damage 1d10 Con. The save DC is Constitution-based.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.