Monstrous Scorpion, Huge

Huge Vermin — CR 7

Monster Manual v.3.5 (MM), p. 2873.5
Hit Dice
10d8+20 (65 hp)
Initiative
+0
Speed
Land 50 ft
Armor Class
20, touch 8, flat-footed 20
Base Attack / Grapple
+7/+21
Attack
Claw +11 melee (1d8+6)
Full Attack
2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)
STR
23
DEX
10
CON
16
WIS
10
CHA
2
Fort / Ref / Will
+10 / +3 / +3
Challenge Rating
7
Alignment
Always Neutral
Organization
Solitary or colony (2–5)
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 18, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

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